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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1407105</id>
		<title>Rainbow Six Siege</title>
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		<updated>2021-03-25T22:50:54Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Kulakov Revolver Grenade Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4, Xbox One and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from one counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. With one exception, all weapons from any of the five base game CTU's &amp;quot;side&amp;quot; are available to them (e.g. a GSG-9 Defender recruit can use either the MP7 or the HK416C, despite each being otherwise exclusive to one of their two Defender operators). Recruit weapons cannot be customized.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing, the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model, note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, railed handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement, as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel, which would technically make it a standard HK416.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game).&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28 (technically a special gadget) and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], designated in-game as DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it is the only portable LMG available to Defenders.&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1406810</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1406810"/>
		<updated>2021-03-24T11:13:41Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4, Xbox One and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from one counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. With one exception, all weapons from any of the five base game CTU's &amp;quot;side&amp;quot; are available to them (e.g. a GSG-9 Defender recruit can use either the MP7 or the HK416C, despite each being otherwise exclusive to one of their two Defender operators). Recruit weapons cannot be customized.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing, the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model, note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, railed handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement, as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel, which would technically make it a standard HK416.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game).&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28 (technically a special gadget) and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], designated in-game as DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it is the only portable LMG available to Defenders.&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and never visibly cycles, despite it still spitting spent blanks out through a static bolt, and the drum magazine of the launcher component itself is never topped off, with Tachanka simply cramming in more blanks when reloading the weapon. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Evil_Within_2&amp;diff=1361275</id>
		<title>The Evil Within 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Evil_Within_2&amp;diff=1361275"/>
		<updated>2020-07-27T16:55:43Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Assault Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[File:TheEvilWithinII cover.jpg|300px|thumb|right|''The Evil Within 2'' (2017)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''The Evil Within 2''''' is the 2017 sequel to the 2014 survival horror game ''[[Evil Within, The|The Evil Within]]''. Picking up three years after the first game, players will once again take control of now ex-detective Sebastian Castellanos. Down on his luck after the events of the first game, Sebastian is forced to return to the hellish mindscape generated by the STEM system to search for his missing daughter Lily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Evil Within 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==M1911==&lt;br /&gt;
Sebastian's starting pistol this time around appears to be an [[M1911]], which also seems standard for MOBIUS agents alongside the Walther P99. Compared to its incarnation from the first game, the sequel's M1911 appears to be based much more closely on the real thing, bearing a resemblance to the [[Colt MK IV Series 70]], albeit with more squared features overall. A laser-sighted version of the gun could be found for free at an auto repair shop near the first safe house, and a suppressed variant can be unlocked later as a sidequest reward.&lt;br /&gt;
[[Image:ColtMkIVSeries70.jpg‎ |thumb|none|350px|Colt MK IV Series 70 - .45 ACP]]&lt;br /&gt;
[[File:TEW2_Handgun_render.jpg|700px|thumb|none|Official render of the M1911.]]&lt;br /&gt;
[[File:TEW2_Handgun_Laser_render.jpg|700px|thumb|none|Laser-sighted version.]]&lt;br /&gt;
[[File:TEW2_Handgun_Silenced_render.jpg|700px|thumb|none|Silenced version.]]&lt;br /&gt;
[[File:TheEvilWithin2M1911.jpg|thumb|none|700px|Sebastian grabs an M1911 from off a table in the gameplay trailer.]]&lt;br /&gt;
[[File:TheEvilWithin2M1911Racking.jpg|thumb|none|700px|He then racks the slide, remembering how his police training taught him to keep his finger off the trigger. Upon closer inspection the M1911 seems to lack a spring guide rod, the plug seemingly being treated as a solid component of the barrel bushing.]]&lt;br /&gt;
[[File:TEW2_Handgun_ONeal.jpg|700px|thumb|none|MOBIUS agent Liam O'Neal holding Sebastian at gunpoint with his M1911. Being a techie by trade, he's not familiar enough with the use of firearms to note that the safety on his gun is on, which Sebastian manages to use to his advantage.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99/Springfield Armory XD Hybrid==&lt;br /&gt;
Juil Kidman and MOBIUS agent Yukiko Hoffman use what appears to be a [[Walther P99]], albeit with a more boxy slide, external hammer, rounded trigger guard and contoured grip similar to that of the [[Springfield Armory XD]]. The P99 has unlimited reserve ammo, but otherwise shares stats with the baseline M1911 and can only be used during the short sequences where control is shifted to Kidman.&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm. Note the ramped trigger guard, small slide serrations, closed and proprietary accessory rail, short magazine release and slightly more curved 'tail' of the pre-2004 models.]]&lt;br /&gt;
[[File:TEW2_Handgun_Juli_render.jpg|700px|thumb|none|Official render of the P99. Note the P99's takedown lever mashed against the Springfield Armory XD's lower frame.]]&lt;br /&gt;
[[File:TEW2_Handgun_Juli.jpg|700px|thumb|none|Juli Kidman aims the P99 at her former colleagues. Note the uncocked hammer, which denotes DAO operation...]]&lt;br /&gt;
[[File:TEW2_Handgun_Yuki.jpg|700px|thumb|none|...which Yukiko's pistol seems to disagree with. Hers has an anodized black slide instead of Juli's chromed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Revolver&amp;quot;==&lt;br /&gt;
Sebastian's main weapon returns from the first game. It still appears to be a hybrid between a [[Colt M1917]] Revolver and a [[Smith &amp;amp; Wesson Model 25]]. He first uses it to threaten Kidman and a MOBIUS agent in a bar. He loses it when he is captured but later regains it during a side mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:EW2 revolver.jpg|thumb|none|600px|Official render of the Revolver.]] &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The Magnum based on the [[Colt Python]] and a Smith and Wesson makes a return, this time as a &amp;quot;New Game+&amp;quot; bonus. However, it has now been slightly modified, having received a muzzle brake in the style of [[Smith &amp;amp; Wesson Model 629]] Performance Center Hunter, more &amp;quot;traditional&amp;quot; S&amp;amp;W under-barrel lug, and a square triggerguard like the [[Desert Eagle]]. Like in the previous game, ammo for this weapon is expensive to craft and there are no upgrades to its capacity.&lt;br /&gt;
[[Image:EW2 Magnum.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37== &lt;br /&gt;
A cut-down [[Ithaca 37]] with a Benelli-style side ejection port is available for use in the game. When first found through sidequests, the gun and its long-barreled variant are implied to be standard-issue for MOBIUS personnel, though none of them ever seem to actually use any shotgun whatsoever, dead or alive. &lt;br /&gt;
&lt;br /&gt;
The basic Sawed-off can be found in two locations in Chapter 3, and in a store room inside The Marrow during Chapter 6, while the long-barreled model is locked in a shack just outside of Post Plus in the Business District. &lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel]] &lt;br /&gt;
[[Image:EW2 sawedoff.jpg|thumb|none|600px|The sawed-off shotgun 3D model.]] &lt;br /&gt;
[[File:TheEvilWithin2 M870.jpg|thumb|none|700px|Sebastian prepares for his close-up, shorty Ithaca 37 style shotgun in hand.]]&lt;br /&gt;
[[File:TheEvilWithin2 870 Back.jpg|thumb|none|700px|Sebastian encounters the Effigy mini-boss in a pre-release trailer with the Ithaca 37 slung on his back. He doesn't fight it in this location in the final release, however.]] &lt;br /&gt;
[[Image:EW2 fullbarreled.jpg|thumb|none|600px|The full-barreled 3D model, which also adds a synthetic stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double-Barreled Shotgun (Sawn Off)==&lt;br /&gt;
Sebastian later gains access to a sawn-off [[12 Gauge Double Barreled Shotgun|double-barreled shotgun]]. Like the full-length shotgun that came with the pre-ordered edition of the previous game, it fires a rapid two-shell burst, dealing massive close-range damage but also consuming ammo more quickly.&lt;br /&gt;
[[Image:EW2 doublebarreled.jpg|thumb|none|600px|The double-barreled shotgun 3D model.]] &lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sniper Rifle==&lt;br /&gt;
The &amp;quot;Sniper Rifle&amp;quot; is Sebastian's only option for long-ranged engagements in the sequel. It chiefly resembles a mishmash between the [[SVD Dragunov]] and the [[Remington MSR]], featuring a blend between the former's general aesthetics and the latter's bolt-action operation and bridged top cover, while the humpbacked stock was taken from the [[FPK / PSL Sniper Rifle|PSL]], a Romanian derivative of the SVD. Prior to the release of the game, the beta Sniper Rifle had wooden furniture instead of synthetic.&lt;br /&gt;
&lt;br /&gt;
As with much of Sebastian's arsenal in this game, the Sniper Rifle can be found in Chapter 3, very close to the starting safe house on the rooftop of a two-story building directly adjacent to the Union Visitor's Center. Uniquely, the first Sniper Rifle is broken when collected, and must be repaired with parts before it could be used. Several intact units can be found later on should the player miss the first rifle.&lt;br /&gt;
[[Image:SVD-TigerCarbine.jpg‎|thumb|none|500px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.]]&lt;br /&gt;
[[Image:Romanian-FPK-PSL.jpg‎|thumb|none|500px|Romanian FPK/PSL sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:RemingtonMSR.jpg‎|thumb|none|500px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:EW2 sniperrifle.jpg|thumb|none|600px|The sniper rifle 3D model. Note the bolt-action and lack of gas block compared to the real SVD.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_hold.jpg|thumb|none|700px|Sebastian brandishing the Sniper Rifle outside of Post Plus.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_aim1.jpg|thumb|none|700px|Sighting down a Lost in the distance who is apparently up to no good.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_aim2.jpg|thumb|none|700px|The Sniper Rifle's scope reticle.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_bolt.jpg|700px|thumb|none|Having offed his target, Sebastian works the bolt. With upgrades installed, this takes less than a second to complete, allowing Sebastian to spamfire the rifle as if it's a semi-automatic, or at least an ultra-fast straight-pull action.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_reload.jpg|thumb|none|700px|Sebastian topping off his Sniper Rifle. The rifle apparently uses &amp;quot;drop free&amp;quot; magazines instead of the SVD's &amp;quot;rock-and-lock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Assault Rifle==&lt;br /&gt;
The &amp;quot;Assault Rifle&amp;quot; in-game is composed of a plethora of custom parts for the [[AR-15]] platform. Its receiver consists of a Noveske flat top mated to a billet receiver, fitted with Daniel Defense-esque keymod handguard and stock (with the side rails of PDW-length collapsible butts), Magpul AFG, and feeds from Magpul PMAGs. Its ironsights are a combination of a KAC folding rear and TROY front battle sight.&lt;br /&gt;
&lt;br /&gt;
Like the &amp;quot;Machine Gun&amp;quot; from the previous game, it serves as the game's fully-automatic weapon, although it is now available in the later parts of the campaign, and ammo for it is more common. Esmeralda Torres uses a custom AR-15. Sebastian later uses it after the previous owner dies.&lt;br /&gt;
[[Image:EW2 assaultrifle.jpg|thumb|none|600px|The assault rifle 3D model. The reflex sight doesn't come on the version usable by Sebastian, however, but does show up everywhere else, including on Torres' rifle. It simply vanishes when it's Sebastian's turn to play with it.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Warden Crossbow==&lt;br /&gt;
A crossbow created by MOBIUS based on the Agony Crossbow from the first game. It fires sideways unlike the first game.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Custom made flamethrowers are used by Harbingers (Theodore's followers). Liam O'Neil uses one when he is turned into one. Sebastian later uses O'Neil after repairing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Evil_Within_2&amp;diff=1361273</id>
		<title>The Evil Within 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Evil_Within_2&amp;diff=1361273"/>
		<updated>2020-07-27T16:49:49Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Ithaca 37 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[File:TheEvilWithinII cover.jpg|300px|thumb|right|''The Evil Within 2'' (2017)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''The Evil Within 2''''' is the 2017 sequel to the 2014 survival horror game ''[[Evil Within, The|The Evil Within]]''. Picking up three years after the first game, players will once again take control of now ex-detective Sebastian Castellanos. Down on his luck after the events of the first game, Sebastian is forced to return to the hellish mindscape generated by the STEM system to search for his missing daughter Lily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Evil Within 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==M1911==&lt;br /&gt;
Sebastian's starting pistol this time around appears to be an [[M1911]], which also seems standard for MOBIUS agents alongside the Walther P99. Compared to its incarnation from the first game, the sequel's M1911 appears to be based much more closely on the real thing, bearing a resemblance to the [[Colt MK IV Series 70]], albeit with more squared features overall. A laser-sighted version of the gun could be found for free at an auto repair shop near the first safe house, and a suppressed variant can be unlocked later as a sidequest reward.&lt;br /&gt;
[[Image:ColtMkIVSeries70.jpg‎ |thumb|none|350px|Colt MK IV Series 70 - .45 ACP]]&lt;br /&gt;
[[File:TEW2_Handgun_render.jpg|700px|thumb|none|Official render of the M1911.]]&lt;br /&gt;
[[File:TEW2_Handgun_Laser_render.jpg|700px|thumb|none|Laser-sighted version.]]&lt;br /&gt;
[[File:TEW2_Handgun_Silenced_render.jpg|700px|thumb|none|Silenced version.]]&lt;br /&gt;
[[File:TheEvilWithin2M1911.jpg|thumb|none|700px|Sebastian grabs an M1911 from off a table in the gameplay trailer.]]&lt;br /&gt;
[[File:TheEvilWithin2M1911Racking.jpg|thumb|none|700px|He then racks the slide, remembering how his police training taught him to keep his finger off the trigger. Upon closer inspection the M1911 seems to lack a spring guide rod, the plug seemingly being treated as a solid component of the barrel bushing.]]&lt;br /&gt;
[[File:TEW2_Handgun_ONeal.jpg|700px|thumb|none|MOBIUS agent Liam O'Neal holding Sebastian at gunpoint with his M1911. Being a techie by trade, he's not familiar enough with the use of firearms to note that the safety on his gun is on, which Sebastian manages to use to his advantage.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99/Springfield Armory XD Hybrid==&lt;br /&gt;
Juil Kidman and MOBIUS agent Yukiko Hoffman use what appears to be a [[Walther P99]], albeit with a more boxy slide, external hammer, rounded trigger guard and contoured grip similar to that of the [[Springfield Armory XD]]. The P99 has unlimited reserve ammo, but otherwise shares stats with the baseline M1911 and can only be used during the short sequences where control is shifted to Kidman.&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm. Note the ramped trigger guard, small slide serrations, closed and proprietary accessory rail, short magazine release and slightly more curved 'tail' of the pre-2004 models.]]&lt;br /&gt;
[[File:TEW2_Handgun_Juli_render.jpg|700px|thumb|none|Official render of the P99. Note the P99's takedown lever mashed against the Springfield Armory XD's lower frame.]]&lt;br /&gt;
[[File:TEW2_Handgun_Juli.jpg|700px|thumb|none|Juli Kidman aims the P99 at her former colleagues. Note the uncocked hammer, which denotes DAO operation...]]&lt;br /&gt;
[[File:TEW2_Handgun_Yuki.jpg|700px|thumb|none|...which Yukiko's pistol seems to disagree with. Hers has an anodized black slide instead of Juli's chromed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Revolver&amp;quot;==&lt;br /&gt;
Sebastian's main weapon returns from the first game. It still appears to be a hybrid between a [[Colt M1917]] Revolver and a [[Smith &amp;amp; Wesson Model 25]]. He first uses it to threaten Kidman and a MOBIUS agent in a bar. He loses it when he is captured but later regains it during a side mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:EW2 revolver.jpg|thumb|none|600px|Official render of the Revolver.]] &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The Magnum based on the [[Colt Python]] and a Smith and Wesson makes a return, this time as a &amp;quot;New Game+&amp;quot; bonus. However, it has now been slightly modified, having received a muzzle brake in the style of [[Smith &amp;amp; Wesson Model 629]] Performance Center Hunter, more &amp;quot;traditional&amp;quot; S&amp;amp;W under-barrel lug, and a square triggerguard like the [[Desert Eagle]]. Like in the previous game, ammo for this weapon is expensive to craft and there are no upgrades to its capacity.&lt;br /&gt;
[[Image:EW2 Magnum.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37== &lt;br /&gt;
A cut-down [[Ithaca 37]] with a Benelli-style side ejection port is available for use in the game. When first found through sidequests, the gun and its long-barreled variant are implied to be standard-issue for MOBIUS personnel, though none of them ever seem to actually use any shotgun whatsoever, dead or alive. &lt;br /&gt;
&lt;br /&gt;
The basic Sawed-off can be found in two locations in Chapter 3, and in a store room inside The Marrow during Chapter 6, while the long-barreled model is locked in a shack just outside of Post Plus in the Business District. &lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel]] &lt;br /&gt;
[[Image:EW2 sawedoff.jpg|thumb|none|600px|The sawed-off shotgun 3D model.]] &lt;br /&gt;
[[File:TheEvilWithin2 M870.jpg|thumb|none|700px|Sebastian prepares for his close-up, shorty Ithaca 37 style shotgun in hand.]]&lt;br /&gt;
[[File:TheEvilWithin2 870 Back.jpg|thumb|none|700px|Sebastian encounters the Effigy mini-boss in a pre-release trailer with the Ithaca 37 slung on his back. He doesn't fight it in this location in the final release, however.]] &lt;br /&gt;
[[Image:EW2 fullbarreled.jpg|thumb|none|600px|The full-barreled 3D model, which also adds a synthetic stock.]]&lt;br /&gt;
&lt;br /&gt;
==Double-Barreled Shotgun (Sawn Off)==&lt;br /&gt;
Sebastian later gains access to a sawn-off [[12 Gauge Double Barreled Shotgun|double-barreled shotgun]]. Like the full-length shotgun that came with the pre-ordered edition of the previous game, it fires a rapid two-shell burst, dealing massive close-range damage but also consuming ammo more quickly.&lt;br /&gt;
[[Image:EW2 doublebarreled.jpg|thumb|none|600px|The double-barreled shotgun 3D model.]] &lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sniper Rifle==&lt;br /&gt;
The &amp;quot;Sniper Rifle&amp;quot; is Sebastian's only option for long-ranged engagements in the sequel. It chiefly resembles a mishmash between the [[SVD Dragunov]] and the [[Remington MSR]], featuring a blend between the former's general aesthetics and the latter's bolt-action operation and bridged top cover, while the humpbacked stock was taken from the [[FPK / PSL Sniper Rifle|PSL]], a Romanian derivative of the SVD. Prior to the release of the game, the beta Sniper Rifle had wooden furniture instead of synthetic.&lt;br /&gt;
&lt;br /&gt;
As with much of Sebastian's arsenal in this game, the Sniper Rifle can be found in Chapter 3, very close to the starting safe house on the rooftop of a two-story building directly adjacent to the Union Visitor's Center. Uniquely, the first Sniper Rifle is broken when collected, and must be repaired with parts before it could be used. Several intact units can be found later on should the player miss the first rifle.&lt;br /&gt;
[[Image:SVD-TigerCarbine.jpg‎|thumb|none|500px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.]]&lt;br /&gt;
[[Image:Romanian-FPK-PSL.jpg‎|thumb|none|500px|Romanian FPK/PSL sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:RemingtonMSR.jpg‎|thumb|none|500px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:EW2 sniperrifle.jpg|thumb|none|600px|The sniper rifle 3D model. Note the bolt-action and lack of gas block compared to the real SVD.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_hold.jpg|thumb|none|700px|Sebastian brandishing the Sniper Rifle outside of Post Plus.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_aim1.jpg|thumb|none|700px|Sighting down a Lost in the distance who is apparently up to no good.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_aim2.jpg|thumb|none|700px|The Sniper Rifle's scope reticle.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_bolt.jpg|700px|thumb|none|Having offed his target, Sebastian works the bolt. With upgrades installed, this takes less than a second to complete, allowing Sebastian to spamfire the rifle as if it's a semi-automatic, or at least an ultra-fast straight-pull action.]]&lt;br /&gt;
[[File:TEW2_Sniper_Rifle_reload.jpg|thumb|none|700px|Sebastian topping off his Sniper Rifle. The rifle apparently uses &amp;quot;drop free&amp;quot; magazines instead of the SVD's &amp;quot;rock-and-lock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Assault Rifle==&lt;br /&gt;
The &amp;quot;Assault Rifle&amp;quot; in-game is composed of a plethora of custom parts for the [[AR-15]] platform. Its receiver consists of a Noveske flat top mated to a billet receiver, fitted with Daniel Defense-esque keymod handguard and stock (with the side rails of PDW-length collapsible butts), Magpul AFG, and feeds from Magpul PMAGs. Its ironsights are a combination of a KAC folding rear and TROY front battle sight.&lt;br /&gt;
&lt;br /&gt;
Like the &amp;quot;Machine Gun&amp;quot; from the previous game, it serves as the game's fully-automatic weapon, although it is now available in the later parts of the campaign, and ammo for it is more common. Esmeralda Torres uses a custom AR-15. Sebastian later uses it after the previous owner dies.&lt;br /&gt;
[[Image:EW2 assaultrifle.jpg|thumb|none|600px|The assault rifle 3D model.]] &lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Warden Crossbow==&lt;br /&gt;
A crossbow created by MOBIUS based on the Agony Crossbow from the first game. It fires sideways unlike the first game.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Custom made flamethrowers are used by Harbingers (Theodore's followers). Liam O'Neil uses one when he is turned into one. Sebastian later uses O'Neil after repairing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hudson_H9&amp;diff=1356204</id>
		<title>Hudson H9</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hudson_H9&amp;diff=1356204"/>
		<updated>2020-07-03T03:34:33Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Video Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hudson H9.jpg|thumb|right|350px|Hudson H9 - 9x19mm Parabellum]]&lt;br /&gt;
The '''Hudson H9''' is a steel-framed 9x19mm handgun manufactured by Hudson Manufacturing of Temple, Texas. It is an [[M1911]]-based design, albeit striker-fired rather than the standard hammer setup, and with a rather interesting system wherein the barrel and recoil spring are set far lower than on a typical handgun, which (in combination with the aforementioned striker-fired operation) allows for a lower-than-typical bore axis, and a corresponding reduction in muzzle flip; this is also why the pistol's dustcover is level with the bottom of the trigger guard. All this, coupled with some other enticing features (configurable safety setups, ambidextrous controls, illuminated 3-dot sights, etc.) made the pistol quite promising; however, the announcement of an aluminum-framed variant known as the '''H9A''' before it was actually ready for mass-production drew away many prospective buyers, forcing Hudson to file for bankruptcy in March 2019.&lt;br /&gt;
&lt;br /&gt;
=Specifications=&lt;br /&gt;
(2017-2019)&lt;br /&gt;
&lt;br /&gt;
* '''Type''': Pistol&lt;br /&gt;
&lt;br /&gt;
* '''Caliber''': 9x19mm Parabellum&lt;br /&gt;
&lt;br /&gt;
* '''Weight''': {{convert|oz|34}}&lt;br /&gt;
&lt;br /&gt;
* '''Length''': {{convert|in|7.625}}&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Length''': {{convert|in|4.28}}&lt;br /&gt;
&lt;br /&gt;
* '''Capacity''': 15&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes''': Semi-Auto&lt;br /&gt;
&lt;br /&gt;
{{Gun Title}}&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;200&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;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]'' || &amp;quot;HOLT 9mm&amp;quot; ||  || Added in Fugitive Weapon Pack DLC June 2020 || 2013&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;
[[Category:Gun]] &lt;br /&gt;
[[Category:Pistol]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1356203</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1356203"/>
		<updated>2020-07-03T03:34:10Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Hudson H9(**) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|The top cover is smooth rather than ribbed, and there are only two rivets at the rear of the receiver (like a fixed-stock AK-74) as opposed to three.]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the presence of only two rivets at the rear of the receiver.]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700|Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355520</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355520"/>
		<updated>2020-06-30T18:25:40Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
[[Image:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the mock Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700|Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Shiro_Okami&amp;diff=1355519</id>
		<title>User talk:Shiro Okami</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Shiro_Okami&amp;diff=1355519"/>
		<updated>2020-06-30T18:25:09Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* R700 VTR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to IMFDB==&lt;br /&gt;
Before you do any editing please take the time to read the '''[[Rules, Standards and Principles]]'''. This is a very important document that explains how this website is setup as well as telling you what is and isn't allowed. If it is determined by an '''[[admins|admin]]''' that you have not read these rules, your account will be suspended. Continued non-compliance may result in a permanent ban. After that you should also read the '''[[IMFDB Screencapping Guide]]''' and the '''[[IMFDB Style Guide]]''' to familiarize yourself with the image and formatting requirements for pages you create.&lt;br /&gt;
&lt;br /&gt;
There are a number of pages that desperately need your help. You can find these Incomplete pages '''[[incomplete|here]]'''.&lt;br /&gt;
&lt;br /&gt;
If you have any questions, feel free to post them '''[[Talk:Main Page|here]]''' but make sure to sign your post by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Finally, IMFDB has a forum set up '''[http://forum.imfdb.org/ here]''' that is only available to registered members. There is lots of good stuff to see there. If you would like to join the forum, please post '''[[Forum Request|HERE]]''' and an account will be created for you. &lt;br /&gt;
&lt;br /&gt;
Now, HAPPY EDITING! [[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 19:52, 21 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Filenames ==&lt;br /&gt;
&lt;br /&gt;
When uploading files, could you please not use the default Steam filenames? There's a chance that if multiple users upload files with default names on the same day they might end up overwriting each other's. Changing it to something like &amp;quot;PayDay2-(weapon name)-(number).jpg&amp;quot; works better and it's what we prefer. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:57, 10 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Got it, thanks for the heads up --[[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 08:07, 10 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== About your edits to the Payday 2 page. ==&lt;br /&gt;
&lt;br /&gt;
Now, i don't want to come across as a rude ass, but the edits you did to the UMP are entirely unnecessary. There's is no need to add a whole new batch of screenshots showing the gun being reloaded in that USC config because it's the same gun, neither is there any reason to point out the same facts twice in the entry, once in the description or on a pic is enough. &lt;br /&gt;
&lt;br /&gt;
I've worked on the PD2 page for dozens of hours clearing up and removing useless screenshots showing the same thing over and over again in subsections that make it seem like modifying the weapon with &amp;quot;X&amp;quot; turns it into an entirely new weapon. If you're gonna add a new screenshot showing the weapon in a specific config, then only add ''one'' (potentially two) screenshots showing the weapon, adding new screens of the gun being reloaded is just a waste of space.&lt;br /&gt;
&lt;br /&gt;
I hope you understood what im saying here as it will lead to less headaches for the both of us in further edits.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 06:42, 23 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can you help a fellow heister? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if you could help me with some weapon related achs in PD2. Mainly i need to get the ones for the FAL and &amp;quot;The turtle always wins&amp;quot; one.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:30, 11 November 2016 (EST)&lt;br /&gt;
: Well to be honest I lucked out when I attempted those achievements and found a decent enough crew. I never got &amp;quot;The Turtle Always Wins&amp;quot; and have all but given up on trying because most players would either quit or kick me when they see me decking out in the ICTV. Stealth is just not my cup of tea, y'know :(( [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 10:15, 12 November 2016 (EST)&lt;br /&gt;
::I hear ya'. I'm terrible at stealth to. Although i could do with some help with that &amp;quot;For Daisy&amp;quot; ach.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:39, 16 November 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== The PD M203 ==&lt;br /&gt;
&lt;br /&gt;
Having a separate entry for the launcher is rather unnecessary. Since it isn't an attachment but a part of the HK417, it's a better idea to have both in the same entry.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:29, 16 December 2016 (EST)&lt;br /&gt;
:Good move. I wasn't sure where to put that so I made an entry under &amp;quot;Launchers&amp;quot; just to be safe since, you know, it is one. [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 12:47, 16 December 2016 (EST)&lt;br /&gt;
::I would say that if the launcher is an optional attachment (such as in CoD) or a separate weapon (as in BF3/4) it deserves its own entry, but here the merge is better.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:04, 16 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== PD2 Taran tactical rifle ==&lt;br /&gt;
&lt;br /&gt;
Hey, i was thinking that maybe it would more appropriate to put the Taran rifle entry under assault rifles as the rifle is more of a weird AR/battle rifle mix rather than an actual sniper rifle. Similar to how the K23B and AKMSU entires are in the AR catogory rather than sub guns (because they aren't actually subguns)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:53, 10 February 2017 (EST)&lt;br /&gt;
: Done and done [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 05:33, 10 February 2017 (EST)&lt;br /&gt;
::Nice.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 06:08, 10 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==Info on SPAS 12==&lt;br /&gt;
Were you the one who updated the SPAS 12 page with the wording that the SPAS 12 would not cycle blanks?  Just curious.  Thanks  MPM2008&lt;br /&gt;
: I don't recall wording it as such, though. My original edit was to state that the SPAS 12 has unreliable gas operation that makes cycling underpowered loads difficult, but another editor changed that into hot blanks, I believe. [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 21:34, 24 June 2018 (EDT)&lt;br /&gt;
::Thanks.  I'm trying to figure out WHO did that edit.  They seem to speak decisively as if they have first hand knowledge.  I know that YES, indeed there are blank adapted SPAS-12 shotguns in the movie industry.  I can show you the BFAs inside the barrels.  But most films use it in pump mode because it's more reliable.  I didn't like the wording that it was 'impossible' to blank adapt the SPAS-12 since I'm looking at a SPAS-12 adapted for semi auto fire with blanks right now.  Thanks for the reply.  If it's a fellow movie armorer, I'd probably be surprised.  :D  best regards. [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 05:14, 25 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screenshot order on RE3==&lt;br /&gt;
I appreciate the help on the RE3 page, even if our screenshots being different levels of brightness kind of irks me. But one thing I wanted to discuss how the page is organized. For gun listings, I always go alphabetical/numerical order within individual sections (Baikel, Beretta, Browning, Desert Eagle, so on). And for screenshots, I usually put things in chronological order (e.g., Mikhail on the subway with his pistol before Nicholai in NEST 2 with his pistol) and organize them cutscene first, gameplay second, and inventory third. You can see my standardized layout in its finished form on the ''[[Days Gone]]'' page. Is that organization standard okay with you or do you think a different one would be better? I also think it would be better to replace the gameplay images of Carlos using the Samurai Edge with Jill in her STARS outfit using it. What do you think? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:27, 10 April 2020 (EDT)&lt;br /&gt;
: I suppose the concern I have is that inventory previews should be placed ahead of gameplay screenshots, since that gives you a very big and clear gun model to compare with the real-life photo(s) immediately above them. Cutscene shots should ideally come last, since they ironically provide the least amount of visual clarity compared to the other two types due to lighting and angles of the picture. I wasn't even sure if we had some kind of &amp;quot;standard&amp;quot; in place, so I just went with how a vast majority of other pages organized their screenshots, which I found to be quite logical. As for the differences in brightness level, I was planning on replacing them anyway, since I took those with my gamma turned way up to compensate for sun glare, which I didn't notice until it was nighttime, and if you believe it would be more appropriate for Jill to hold the Samurai Edge, I'm game. [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 01:52, 10 April 2020 (EDT)&lt;br /&gt;
::There isn't any agreed upon site-wide standard, that's just the standard I've applied to myself as I think it's the most aesthetically pleasing. Different editors here do it different ways, such as gun listings going by prominence rather than alphabetized or not using gun type headings (e.g., Pistols, Revolvers, Shotguns, etc.) at all. It's generally up to the person building the page. But you make a good argument for inventory screens to go first, so I have no complaints about doing it that way. Since we're both contributing heavily to it, I just wanted to get us on the same page and avoid conflicted editing. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 12:22, 10 April 2020 (EDT)&lt;br /&gt;
::: Don't sweat it, I'm glad we've managed to sort it out. Also, I've replaced many of the over-bright screenshots with proper ones, and gave Jill the Samurai Edge. I think I still have the Desert Eagle left, though. As for the gun listing, I agree fully with you on the alphabetical order. [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 12:25, 10 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== R700 VTR ==&lt;br /&gt;
&lt;br /&gt;
That looks like the Magpul stock, fwiw.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:33, 30 June 2020 (EDT)&lt;br /&gt;
: Ah, now that you've mentioned it. It does look more like that one than the VTR. [[User:Shiro Okami|Shiro Okami]] ([[User talk:Shiro Okami|talk]]) 14:25, 30 June 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355496</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355496"/>
		<updated>2020-06-30T15:26:09Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* M240B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
[[Image:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the mock Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700|Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
===Remington 700 VTR===&lt;br /&gt;
Equipping the R700 with the &amp;quot;Military Stock&amp;quot; produces a rough approximation of the Remington Model 700 VTR. The mod itself is quite unusually named, since the VTR is specifically produced for a civilian market and not used by any military force.&lt;br /&gt;
[[File:Remington700VTR.jpg|thumb|none|400px|Remington 700 VTR - .308 Winchester]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|A lot of liberties have been taken with this stock model. Also note the extra rounds on the brackets. These are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
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		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_belt.jpg&amp;diff=1355493</id>
		<title>File:PD2 M60 belt.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_belt.jpg&amp;diff=1355493"/>
		<updated>2020-06-30T15:25:02Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_aiming.jpg&amp;diff=1355490</id>
		<title>File:PD2 M60 aiming.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_aiming.jpg&amp;diff=1355490"/>
		<updated>2020-06-30T15:24:25Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_view_right.jpg&amp;diff=1355489</id>
		<title>File:PD2 M60 view right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_view_right.jpg&amp;diff=1355489"/>
		<updated>2020-06-30T15:23:58Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_view_left.jpg&amp;diff=1355488</id>
		<title>File:PD2 M60 view left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_view_left.jpg&amp;diff=1355488"/>
		<updated>2020-06-30T15:23:27Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_holding.jpg&amp;diff=1355487</id>
		<title>File:PD2 M60 holding.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_holding.jpg&amp;diff=1355487"/>
		<updated>2020-06-30T15:22:57Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_right.jpg&amp;diff=1355486</id>
		<title>File:PD2 M60 right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_right.jpg&amp;diff=1355486"/>
		<updated>2020-06-30T15:22:34Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_M60_left.jpg&amp;diff=1355485</id>
		<title>File:PD2 M60 left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_M60_left.jpg&amp;diff=1355485"/>
		<updated>2020-06-30T15:22:15Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355483</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355483"/>
		<updated>2020-06-30T15:02:18Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* SVD Dragunov(**) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
[[Image:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the mock Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700|Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
===Remington 700 VTR===&lt;br /&gt;
Equipping the R700 with the &amp;quot;Military Stock&amp;quot; produces a rough approximation of the Remington Model 700 VTR. The mod itself is quite unusually named, since the VTR is specifically produced for a civilian market and not used by any military force.&lt;br /&gt;
[[File:Remington700VTR.jpg|thumb|none|400px|Remington 700 VTR - .308 Winchester]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|A lot of liberties have been taken with this stock model. Also note the extra rounds on the brackets. These are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
	</entry>
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		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_left_1.jpg&amp;diff=1355482"/>
		<updated>2020-06-30T15:02:03Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
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		<title>File:PD2 R700 7.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_7.jpg&amp;diff=1355480"/>
		<updated>2020-06-30T14:57:41Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
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		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_6.jpg&amp;diff=1355479"/>
		<updated>2020-06-30T14:57:23Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
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		<title>File:PD2 R700 5.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_5.jpg&amp;diff=1355478"/>
		<updated>2020-06-30T14:56:59Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
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		<title>File:PD2 R700 4.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_4.jpg&amp;diff=1355477"/>
		<updated>2020-06-30T14:56:33Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
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		<title>File:PD2 R700 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_3.jpg&amp;diff=1355476"/>
		<updated>2020-06-30T14:55:44Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
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		<title>File:PD2 R700 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_2.jpg&amp;diff=1355475"/>
		<updated>2020-06-30T14:55:25Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_R700_1.jpg&amp;diff=1355474</id>
		<title>File:PD2 R700 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_1.jpg&amp;diff=1355474"/>
		<updated>2020-06-30T14:54:36Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
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		<title>File:PD2 R700 right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_right.jpg&amp;diff=1355473"/>
		<updated>2020-06-30T14:54:12Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_R700_left.jpg&amp;diff=1355472</id>
		<title>File:PD2 R700 left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_R700_left.jpg&amp;diff=1355472"/>
		<updated>2020-06-30T14:53:54Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355471</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355471"/>
		<updated>2020-06-30T14:42:43Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Ruger Mini-14 F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
[[Image:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the mock Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355470</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355470"/>
		<updated>2020-06-30T14:41:43Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* M14 Designated Marksman Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
[[Image:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the mock Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Mini_14_left.jpg&amp;diff=1355469</id>
		<title>File:PD2 Mini 14 left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Mini_14_left.jpg&amp;diff=1355469"/>
		<updated>2020-06-30T14:40:05Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355468</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1355468"/>
		<updated>2020-06-30T14:27:42Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
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&lt;div&gt;{{WIP}}&lt;br /&gt;
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{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|BlasTech E-11 Blaster Rifle prop from [[Star Wars]]]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]].]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|Left side of the FAMAS F1.]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|The right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
*[[Payday 2]]&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>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_reload_3.jpg&amp;diff=1355467</id>
		<title>File:PD2 Hudson H9 reload 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_reload_3.jpg&amp;diff=1355467"/>
		<updated>2020-06-30T14:26:39Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_sight_2.jpg&amp;diff=1355466</id>
		<title>File:PD2 Hudson H9 sight 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_sight_2.jpg&amp;diff=1355466"/>
		<updated>2020-06-30T14:26:20Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_hold_2.jpg&amp;diff=1355465</id>
		<title>File:PD2 Hudson H9 hold 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_hold_2.jpg&amp;diff=1355465"/>
		<updated>2020-06-30T14:25:52Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_3.jpg&amp;diff=1355464</id>
		<title>File:PD2 Hudson H9 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_3.jpg&amp;diff=1355464"/>
		<updated>2020-06-30T14:25:28Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_reload_2.jpg&amp;diff=1355463</id>
		<title>File:PD2 Hudson H9 reload 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_reload_2.jpg&amp;diff=1355463"/>
		<updated>2020-06-30T14:25:01Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_reload.jpg&amp;diff=1355462</id>
		<title>File:PD2 Hudson H9 reload.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_reload.jpg&amp;diff=1355462"/>
		<updated>2020-06-30T14:24:36Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_view_right.jpg&amp;diff=1355461</id>
		<title>File:PD2 Hudson H9 view right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_view_right.jpg&amp;diff=1355461"/>
		<updated>2020-06-30T14:24:09Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_view_left.jpg&amp;diff=1355459</id>
		<title>File:PD2 Hudson H9 view left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_view_left.jpg&amp;diff=1355459"/>
		<updated>2020-06-30T14:23:40Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_sight.jpg&amp;diff=1355457</id>
		<title>File:PD2 Hudson H9 sight.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_sight.jpg&amp;diff=1355457"/>
		<updated>2020-06-30T14:23:17Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_hold.jpg&amp;diff=1355456</id>
		<title>File:PD2 Hudson H9 hold.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_hold.jpg&amp;diff=1355456"/>
		<updated>2020-06-30T14:22:59Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_right.jpg&amp;diff=1355455</id>
		<title>File:PD2 Hudson H9 right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9_right.jpg&amp;diff=1355455"/>
		<updated>2020-06-30T14:22:32Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9.jpg&amp;diff=1355454</id>
		<title>File:PD2 Hudson H9.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PD2_Hudson_H9.jpg&amp;diff=1355454"/>
		<updated>2020-06-30T14:22:09Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1346645</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1346645"/>
		<updated>2020-05-15T11:48:44Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Baikal 442==&lt;br /&gt;
Nicholai uses a Baikal 442, a commercial version of the [[Makarov PM]], as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has an M1911 cocking hammer. Mikhail may also have one, but it's never shown clearly.&lt;br /&gt;
[[File:Baikal-442sb.jpg|thumb|none|300px|Baikal 442 with spare magazine - 9x17mm Browning/9x18mm Makarov/9x19mm]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Baikel in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Baikal at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. Not entirely sure what &amp;quot;Jill's specifications&amp;quot; are, considering how this is just a baseline model and not the &amp;quot;Samurai Edge A1&amp;quot; version attributed to her in the ''RE2'' remake. Not that Jill ever canonically used that version, anyhow.]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;Lightning Hawk .44 AE&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her sidearm, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (*)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint M68 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|Distracted with his new flamethrower, the Nemesis is visibly surprised with Jill whipping out an M32A1 to counter his heavy weapon. We don't know if he's surprised because she stowed a grenade launcher somewhere in that outfit, or that she's using a weapon that wouldn't be made for another 15 years.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|A pre-release screenshot of the Nemesis brandishing his new toy. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|600px|A pre-release screenshot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|600px|The Nemesis raises his flamethrower as it cools down. This is evident by the glowing-hot rods to the side of the gun.]]&lt;br /&gt;
[[File:RE3RNemesisFTclb.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament: the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from [[Resident Evil 2 (2019)|Resident Evil 2]], which is used to stun enemies.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far right, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1345114</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1345114"/>
		<updated>2020-05-09T09:09:03Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* &amp;quot;FINGeR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Baikal 442==&lt;br /&gt;
Nicholai uses a Baikal 442, a commercial version of the [[Makarov PM]], as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has an M1911 cocking hammer. Mikhail may also have one, but it's never shown clearly.&lt;br /&gt;
[[File:Baikal-442sb.jpg|thumb|none|300px|Baikal 442 with spare magazine - 9x17mm Browning/9x18mm Makarov/9x19mm]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Baikel in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Baikal at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. Not entirely sure what &amp;quot;Jill's specifications&amp;quot; are, considering how this is just a baseline model and not the &amp;quot;Samurai Edge A1&amp;quot; version attributed to her in the ''RE2'' remake. Not that Jill ever canonically used that version, anyhow.]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;Lightning Hawk .44 AE&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her sidearm, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (*)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint M68 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|Distracted with his new flamethrower, the Nemesis is visibly surprised with Jill whipping out an M32A1 to counter his heavy weapon. We don't know if he's surprised because she stowed a grenade launcher somewhere in that outfit, or that she's using a weapon that wouldn't be made for another 15 years.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|A pre-release screenshot of the Nemesis brandishing his new toy. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|600px|A pre-release screenshot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|600px|The Nemesis raises his flamethrower as it cools down. This is evident by the glowing-hot rods to the side of the gun.]]&lt;br /&gt;
[[File:RE3RNemesisFTclb.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament: the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from [[Resident Evil 2 (2019)|Resident Evil 2]], which is used to stun enemies.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far right, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1345112</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1345112"/>
		<updated>2020-05-09T08:54:54Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Baikal 442==&lt;br /&gt;
Nicholai uses a Baikal 442, a commercial version of the [[Makarov PM]], as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has an M1911 cocking hammer. Mikhail may also have one, but it's never shown clearly.&lt;br /&gt;
[[File:Baikal-442sb.jpg|thumb|none|300px|Baikal 442 with spare magazine - 9x17mm Browning/9x18mm Makarov/9x19mm]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Baikel in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Baikal at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. Not entirely sure what &amp;quot;Jill's specifications&amp;quot; are, considering how this is just a baseline model and not the &amp;quot;Samurai Edge A1&amp;quot; version attributed to her in the ''RE2'' remake. Not that Jill ever canonically used that version, anyhow.]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;Lightning Hawk .44 AE&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her sidearm, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (*)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint M68 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|Distracted with his new flamethrower, the Nemesis is visibly surprised with Jill whipping out an M32A1 to counter his heavy weapon. We don't know if he's surprised because she stowed a grenade launcher somewhere in that outfit, or that she's using a weapon that wouldn't be made for another 15 years.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up.'']]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|A pre-release screenshot of the Nemesis brandishing his new toy. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|600px|A pre-release screenshot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|600px|The Nemesis raises his flamethrower as it cools down. This is evident by the glowing-hot rods to the side of the gun.]]&lt;br /&gt;
[[File:RE3RNemesisFTclb.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament: the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from [[Resident Evil 2 (2019)|Resident Evil 2]], which is used to stun enemies.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far right, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1345111</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1345111"/>
		<updated>2020-05-09T08:52:31Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* C4 Demolition Charges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Baikal 442==&lt;br /&gt;
Nicholai uses a Baikal 442, a commercial version of the [[Makarov PM]], as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has an M1911 cocking hammer. Mikhail may also have one, but it's never shown clearly.&lt;br /&gt;
[[File:Baikal-442sb.jpg|thumb|none|300px|Baikal 442 with spare magazine - 9x17mm Browning/9x18mm Makarov/9x19mm]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Baikel in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Baikal at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. Not entirely sure what &amp;quot;Jill's specifications&amp;quot; are, considering how this is just a baseline model and not the &amp;quot;Samurai Edge A1&amp;quot; version attributed to her in the ''RE2'' remake. Not that Jill ever canonically used that version, anyhow.]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;Lightning Hawk .44 AE&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her sidearm, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1. Note the rounded slide.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (*)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint M68 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|Distracted with his new flamethrower, the Nemesis is visibly surprised with Jill whipping out an M32A1 to counter his heavy weapon. We don't know if he's surprised because she stowed a grenade launcher somewhere in that outfit, or that she's using a weapon that wouldn't be made for another 15 years.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up.'']]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|A pre-release screenshot of the Nemesis brandishing his new toy. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|600px|A pre-release screenshot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|600px|The Nemesis raises his flamethrower as it cools down. This is evident by the glowing-hot rods to the side of the gun.]]&lt;br /&gt;
[[File:RE3RNemesisFTclb.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament: the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from [[Resident Evil 2 (2019)|Resident Evil 2]], which is used to stun enemies.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far right, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1344794</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1344794"/>
		<updated>2020-05-08T09:56:21Z</updated>

		<summary type="html">&lt;p&gt;Shiro Okami: /* Glock 19 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Baikal 442==&lt;br /&gt;
Nicholai uses a Baikal 442, a commercial version of the [[Makarov PM]], as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has an M1911 cocking hammer. Mikhail may also have one, but it's never shown clearly.&lt;br /&gt;
[[File:Baikal-442sb.jpg|thumb|none|300px|Baikal 442 with spare magazine - 9x17mm Browning/9x18mm Makarov/9x19mm]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Baikel in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Baikal at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. Not entirely sure what &amp;quot;Jill's specifications&amp;quot; are, considering how this is just a baseline model and not the &amp;quot;Samurai Edge A1&amp;quot; version attributed to her in the ''RE2'' remake. Not that Jill ever canonically used that version, anyhow.]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;Lightning Hawk .44 AE&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her sidearm, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1. Note the rounded slide.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (*)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint M68 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|Distracted with his new flamethrower, the Nemesis is visibly surprised with Jill whipping out an M32A1 to counter his heavy weapon. We don't know if he's surprised because she stowed a grenade launcher somewhere in that outfit, or that she's using a weapon that wouldn't be made for another 15 years.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up.'']]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
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==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
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The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|A pre-release screenshot of the Nemesis brandishing his new toy. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|600px|A pre-release screenshot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|600px|The Nemesis raises his flamethrower as it cools down. This is evident by the glowing-hot rods to the side of the gun.]]&lt;br /&gt;
[[File:RE3RNemesisFTclb.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament: the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
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==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
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He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
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[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
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==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
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==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
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==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from [[Resident Evil 2 (2019)|Resident Evil 2]], which is used to stun enemies.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
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==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
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==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
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==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
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=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
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==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
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==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
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==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
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==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
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==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
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==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
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==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far right, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
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==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
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{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;/div&gt;</summary>
		<author><name>Shiro Okami</name></author>
	</entry>
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