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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-05-27T14:22:45Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1638253</id>
		<title>Talk:Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1638253"/>
		<updated>2023-12-27T00:08:05Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: Added screenshots of the cut &amp;quot;M2011&amp;quot;, it is still in the files as of the current build of 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cut/Old Content=&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu. This is from an older build of the game, where the weapon lacked a 3 o'clock rail.]]&lt;br /&gt;
[[File:RoN UMP45 (1).jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP.]]&lt;br /&gt;
[[File:RoN UMP idle.jpg|thumb|none|600px|The UMP45 in the shoothouse.]]&lt;br /&gt;
[[File:RoN UMP ads.jpg|thumb|none|600px|Aiming the UMP.]]&lt;br /&gt;
[[File:RoN UMP45 (2).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:RoN UMP45 (3).jpg|thumb|none|600px|The reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:RoN UMP reload.jpg|thumb|none|600px|Pushing the bolt release on the empty reload.]]&lt;br /&gt;
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|The UMP with its stock folded.]]&lt;br /&gt;
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|Ditto, in hand.]]&lt;br /&gt;
[[File:Ronump45 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the UMP.]]&lt;br /&gt;
[[File:Ronump45 2.jpg|thumb|none|600px|Firing on SWAT members. Note that while the first person model shows the fire selector moving, the world models will always be depicted on semi-auto (an exclusion which is understandable).]]&lt;br /&gt;
[[File:Ronump45 3.jpg|thumb|none|600px|Blind firing.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
[[File:RoN Mk18 gunbench.jpg|thumb|600px|none|The pre-Adam Mk 18 Mod 0 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Mk18 gunbench custom.jpg|thumb|600px|none|Same as above image, here fitted with EOTech XPS3 holo sight, AN/PEQ-15 ATPIAL IR laser, SureFire SOCOM556 RC2 suppressor, KAC vertical grip, and Magpul PMAG with tan finish. Note that the PMAG clips through the front of the magwell.]]&lt;br /&gt;
[[File:RoN Mk18 idle.jpg|thumb|600px|none|The Mk 18 Mod 0 in idle. The weapon model has an oddly stubby charging handle in comparison to the other ArmaLite pattern rifles in-game.]]&lt;br /&gt;
[[File:RoN Mk18 ads.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN Mk18 magcheck.jpg|thumb|600px|none|Checking the magazine.]]&lt;br /&gt;
[[File:RoN Mk18 midload.jpg|thumb|600px|none|Tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
Before the 1.0 update, the &amp;quot;Breaching Shotgun&amp;quot; was a Mossberg 500 Cruiser. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:RoN Mossberg500 loadoutmenu.jpg|thumb|none|600px|The Mossberg 500 Cruiser in the loadout menu. Due to it being a &amp;quot;long tactical&amp;quot;, it is not viewable in the modification menu.]]&lt;br /&gt;
[[File:RoN M500C Breacher (1).jpg|thumb|none|600px|The M500 breacher equipped.]]&lt;br /&gt;
[[File:RoN M500C Breacher (2).jpg|thumb|none|600px|Drawing the sight bead on a suspicious doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload1.jpg|thumb|none|600px|Reloading the Mossberg 500 after demolishing another doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload2.jpg|thumb|none|600px|Inserting a fresh shell into the breech.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload3.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
==G36C carry handle==&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C. This is not the G36C model featured in the PVP Build, as it has a full-sized rail. It also has the original style of handguards.]]&lt;br /&gt;
[[File:RoN G36C CH (1).jpg|thumb|none|600px|The G36C with the carry handle restored thanks to a mod.]]&lt;br /&gt;
[[File:RoN G36C CH (2).jpg|thumb|none|600px|And as seen in first person.]]&lt;br /&gt;
[[File:RoN G36C CH (3).jpg|thumb|none|600px|Aiming with the original sights.]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
[[File:RoN IthacaM37 evidence.jpg|thumb|none|600px|The Ithaca Model 37 dropped by a suspect.]]&lt;br /&gt;
[[File:Ronthehandakm 1.jpg|600px|thumb|none|One of &amp;quot;The Hand&amp;quot; terrorists with the AKMN.]]&lt;br /&gt;
[[File:RoN AK103.jpg|600px|thumb|none|An AK-103 found from fallen Russian mobster in Port Hokan. Note the solid AK-74 style synthetic stock, a common sight on American-made AK-103 clones that have fixed receiver rear trunnions.]]&lt;br /&gt;
[[File:RoN AKS-74U evidence.jpg|thumb|none|600px|A suspect's AKS-74U under illumination from the MP5's SureFire weapon light. It appears to have an unusual 20-round magazine.]]&lt;br /&gt;
[[File:RoN AR15 2.jpg|thumb|600px|none|Judge marvels at the in-game &amp;quot;Custom AR&amp;quot; of the Brisa Cove suspects that seems to stand perfectly straight on its 20 round magazine.]]&lt;br /&gt;
[[File:RoN AR15 3.jpg|thumb|600px|none|The right side, showing the standard AR-15 upper unlike the CSR's slickside.]]&lt;br /&gt;
[[File:RoN M249.jpg|600px|thumb|none|The M249 found in the Brisa Cove penthouse level after subduing a room full of disgruntled veterans. ]]&lt;br /&gt;
&lt;br /&gt;
=Removed/In-Dev Weapons=&lt;br /&gt;
&amp;lt;!--A list of weapons featured in the PVP Build at its 2020 first release can be found [https://www.rogue-9.com/ready-or-not-alpha here].--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following weapons are weapons that were present in at least one released version of ''Ready or Not'' as a usable weapon, or was partially implemented as a player-usable weapon in the game files, but isn't usable in normal gameplay in the current build of ''Ready or Not''.&lt;br /&gt;
&lt;br /&gt;
The partially implemented weapons present in the game's files can be accessed through game mods. There are several different mods that unlock game file weapons, including the [https://www.nexusmods.com/readyornot/mods/402?tab=description Everything Unlocked] mod, which is used to unlock some of these weapons.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Prior to the January 2022 update, the [[Beretta 92FS]] appeared in ''Ready or Not'' under the incorrect name of &amp;quot;M9A1&amp;quot;. It was replaced by the Beretta 92X Performance in the update.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
A player-usable [[Glock 18]] can be found in the game files of the Early Access version.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18 (1).jpg|thumb|none|600px|The second-gen G18 accessed via modding.]]&lt;br /&gt;
[[File:RoN G18 (2).jpg|thumb|none|600px|The Glock 18 in-hand out in the shoothouse.]]&lt;br /&gt;
[[File:RoN G18 (3).jpg|thumb|none|600px|Drawing the Glock on the target's center mass.]]&lt;br /&gt;
[[File:RoN G18 (4).jpg|thumb|none|600px|The fire selector functions, although it doesn't actually move in-game.]]&lt;br /&gt;
[[File:RoN G18 (5).jpg|thumb|none|600px|Ammo-checking the Glock. The animations are a bit rough and lack polish.]]&lt;br /&gt;
[[File:RoN G18 (6).jpg|thumb|none|600px|Performing a tactical reload with the machine pistol.]]&lt;br /&gt;
[[File:RoN G18 (7).jpg|thumb|none|600px|And reloading on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] appeared in ''Ready or Not'' under the &amp;quot;G19&amp;quot; name, and was replaced by the 5th Gen Glock 19 in the update. It is equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer; this is a pre-release screenshot, showing the earlier version which has stock Glock &amp;quot;patridge&amp;quot; sights.]]&lt;br /&gt;
[[File:RoN G19gen4 menu.jpg|thumb|none|600px|An FBI Hostage Rescue Team operator holding his Glock 19 in the loadout menu.]]&lt;br /&gt;
[[File:RoN G19gen4 idle.jpg|thumb|none|600px|Holding a Glock 19 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19gen4 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19gen4 emptyreload.jpg|thumb|none|600px|Empty reload. Curiously enough, there is a &amp;quot;JAPAN&amp;quot; marking in place of the normal &amp;quot;AUSTRIA&amp;quot; marking on the slide.]]&lt;br /&gt;
[[File:RoN G19gen4 tan magcheck.jpg|thumb|none|600px|The player checks the remaining ammunition in his tan-framed Glock 19. The &amp;quot;JAPAN&amp;quot; marking can also be found on the magazine.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P250 Compact===&lt;br /&gt;
A [[SIG-Sauer P250 Compact]] was in the June 2022 build as a mostly finished sidearm. It was apparently replaced during the development of the November 2022 Adam update, by the SIG-Sauer P229 Legion.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|350px|none|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:RoN P250 (1).jpg|thumb|none|600px|The P250 in the selection table.]]&lt;br /&gt;
[[File:RoN P250 (2).jpg|thumb|none|600px|And as seen in gameplay.]]&lt;br /&gt;
[[File:RoN P250 (3).jpg|thumb|none|600px|The P250's sights.]]&lt;br /&gt;
[[File:RoN P250 (4).jpg|thumb|none|600px|The officer checking a full magazine.]]&lt;br /&gt;
[[File:RoN P250 (5).jpg|thumb|none|600px|Tactically-reloading the P250.]]&lt;br /&gt;
[[File:RoN P250 (6).jpg|thumb|none|600px|Racking the slide on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===STI Tactical DS===&lt;br /&gt;
An [[STI 1911 Series|STI Tactical DS]] appeared in the 2020 PVP Build as the &amp;quot;M2011&amp;quot;. It has apparently been replaced by the Colt M45A1. It can be restored via mods, such as Gunfighter. According to the in-game menus, it is chambered in 10mm Auto, likely as a stand-in for .40 S&amp;amp;W. &lt;br /&gt;
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge for reference - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RoN STI 2011.jpg|600px|thumb|none|An FISA HRT operative with his personal piece. One could argue it's authorized under regulations.]]&lt;br /&gt;
[[File:RoN STI 2011 (1).jpg|600px|thumb|none|center|Mr. FISA out at the range before executing a warrant.]]&lt;br /&gt;
[[File:RoN STI 2011 (2).jpg|600px|thumb|none|Checking the magazine. ]]&lt;br /&gt;
[[File:RoN STI 2011 (3).jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN STI 2011 (4).jpg|600px|thumb|none|Realizing he's dry, and his magazine is somehow transparent.]]&lt;br /&gt;
[[File:RoN STI 2011 (5).jpg|600px|thumb|none|He quickly discards it in favor of one that's preferably loaded, and not anomalous.]]&lt;br /&gt;
[[File:RoN STI 2011 (6).jpg|600px|thumb|none|Finally found solace after grabbing a fresh mag from his rig, he inserts it.]]&lt;br /&gt;
[[File:RoN STI 2011 (7).jpg|600px|thumb|none|Then ends it by hitting the slide release with this thumb.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P99===&lt;br /&gt;
The [[Walther P99]] appeared as a usable weapon in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
[[File:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[File:RoN P99 (1).jpg|thumb|none|600px|The Walther in the loadout menu.]]&lt;br /&gt;
[[File:RoN P99 (2).jpg|thumb|none|600px|Here, an officer does his [[Pierce Brosnan]] imitation in the shoothouse, although without the teacup grip.]]&lt;br /&gt;
[[File:RoN P99 (3).jpg|thumb|none|600px|Aiming the P99.]]&lt;br /&gt;
[[File:RoN P99 (4).jpg|thumb|none|600px|The officer inspects the magazine while wondering if Q Branch provided special ammunition.]]&lt;br /&gt;
[[File:RoN P99 (5).jpg|thumb|none|600px|Changing out mags.]]&lt;br /&gt;
[[File:RoN P99 (6).jpg|thumb|none|600px|Loading up the Walther from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===FN P90 (old model)===&lt;br /&gt;
The FN P90 appears being used by SWAT members in several pre-release media. A usable form can be found in the Early Access version's game files.&lt;br /&gt;
&lt;br /&gt;
The P90 added to the game proper in November 2022 features a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90 (1).jpg|thumb|none|600px|Previewing the P90TR.]]&lt;br /&gt;
[[File:RoN P90 (2).jpg|thumb|none|600px|Observing a busted door with the P90.]]&lt;br /&gt;
[[File:RoN P90 (3).jpg|thumb|none|600px|ADS with the folding iron sights.]]&lt;br /&gt;
[[File:RoN P90 (4).jpg|thumb|none|600px|Ammo-checking simply consists of looking at the solid magazine. The P90 also has a functioning selector.]]&lt;br /&gt;
[[File:RoN P90 (5).jpg|thumb|none|600px|The P90's reload.]]&lt;br /&gt;
[[File:RoN P90 (6).jpg|thumb|none|600px|Charging the action.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
A usable [[Smith &amp;amp; Wesson 76]] (currently a suspect weapon) appears in the game files. &lt;br /&gt;
[[File:S&amp;amp;W M76.jpg|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm]]&lt;br /&gt;
[[File:RoN S&amp;amp;W 76 (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appeared as a usable weapon in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:RoN MPL (1).jpg|thumb|none|600px|The Walther MPL in the customization menu.]]&lt;br /&gt;
[[File:RoN MPL (2).jpg|thumb|none|600px|Drawing the MPL - the operator locks the bolt open.]]&lt;br /&gt;
[[File:RoN MPL (3).jpg|thumb|none|600px|Holding the MPL upon the shoothouse's long hall.]]&lt;br /&gt;
[[File:RoN MPL (4).jpg|thumb|none|600px|Aiming with the blocky sights.]]&lt;br /&gt;
[[File:RoN MPL (5).jpg|thumb|none|600px|Using the Walther's fire selector.]]&lt;br /&gt;
[[File:RoN MPL (6).jpg|thumb|none|600px|The charging handle is pulled at the start of empty reloads.]]&lt;br /&gt;
[[File:RoN MPL (7).jpg|thumb|none|600px|Changing out MPL magazines.]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|A pre-release image of the MPL in the hands of an officer doing his best early 70s GSG-9 impression.]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
A player-usable [[Saiga shotgun series|Izhmash KS-K]] can be found in the game files of the Early Access version.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN KS-K (1).jpg|thumb|none|600px|The KS-K shotgun in the loadout preview as accessed via a mod.]]&lt;br /&gt;
[[File:RoN KS-K (2).jpg|thumb|none|600px|Holding the KS-K on a corner of the shoothouse.]]&lt;br /&gt;
[[File:RoN KS-K (3).jpg|thumb|none|600px|The KS-K's sight picture.]]&lt;br /&gt;
[[File:RoN KS-K (4).jpg|thumb|none|600px|Performing ammo check with the magazine. The KS-K is also select fire capable, but is set to semi-auto by default.]]&lt;br /&gt;
[[File:RoN KS-K (5).jpg|thumb|none|600px|Reloading the shotgun after testing the bullet-proof window. The giant magazines mean the KS-K has a notably less tacticool reload.]]&lt;br /&gt;
[[File:RoN KS-K (6).jpg|thumb|none|600px|Dumping out an empty mag...]]&lt;br /&gt;
[[File:RoN KS-K (7).jpg|thumb|none|600px|...and chambering after loading in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 500===&lt;br /&gt;
A high-capacity [[Mossberg 500]] appeared as the &amp;quot;M590&amp;quot; in the 2020 PVP build.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 500 &amp;quot;Less Lethal&amp;quot;===&lt;br /&gt;
A green-colored less lethal version of the Mossberg 500 appeared as the &amp;quot;590A Less Lethal&amp;quot; in the 2020 PVP build.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 ===&lt;br /&gt;
In the 2020 PVP build, a fix-stocked Remington 870 appeared as the &amp;quot;870 MCS&amp;quot;. This weapon is not usable in the Early Access game, but appears as a suspect weapon.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]] appeared in the 2020 PVP build, misnamed as the &amp;quot;AK-102&amp;quot;. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files. It has a set of TDI Arms handguards.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:RoN AK-101 (1).jpg|thumb|none|600px|A preview of the AK-101 rifle.]]&lt;br /&gt;
[[File:RoN AK-101 (2).jpg|thumb|none|600px|A SWAT member brandishes the AK-101 on a belligerent carboard target.]]&lt;br /&gt;
[[File:RoN AK-101 (3).jpg|thumb|none|600px|The AK's sights, fairly standard.]]&lt;br /&gt;
[[File:RoN AK-101 (4).jpg|thumb|none|600px|Setting the selector to semi-auto.]]&lt;br /&gt;
[[File:RoN AK-101 (5).jpg|thumb|none|600px|The officer inspects the 5.56 magazine, grateful for not having to deal with the logistics of a 5.45 rifle.]]&lt;br /&gt;
[[File:RoN AK-101 (6).jpg|thumb|none|600px|Reloads involve sandwiching both mags together.]]&lt;br /&gt;
[[File:RoN AK-101 (7).jpg|thumb|none|600px|When empty, the officer kicks out the spent mag with a new one.]]&lt;br /&gt;
[[File:RoN AK-101 (8).jpg|thumb|none|600px|Followed by the now-ubiquitous underhand rechambering style.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
A somewhat complete [[AK-103]] type rifle is usable via mods in the June 2022 version of the game.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|450px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AK-103 (1).jpg|thumb|none|600px|The AK-103 on the loadout table - note the fixed stock.]]&lt;br /&gt;
[[File:RoN AK-103 (2).jpg|thumb|none|600px|The initial draw animation involves loading in the magazine...]]&lt;br /&gt;
[[File:RoN AK-103 (3).jpg|thumb|none|600px|...and chambering the AK-103.]]&lt;br /&gt;
[[File:RoN AK-103 (4).jpg|thumb|none|600px|Holding the AK-103 in something of a closet in the shoothouse.]]&lt;br /&gt;
[[File:RoN AK-103 (5).jpg|thumb|none|600px|Aiming the AK.]]&lt;br /&gt;
[[File:RoN AK-103 (6).jpg|thumb|none|600px|The AK-103's tactical reload.]]&lt;br /&gt;
[[File:RoN AK-103 (7).jpg|thumb|none|600px|And its empty reload, similar the AK-101 though the animations are a bit unpolished.]]&lt;br /&gt;
&lt;br /&gt;
===Armalite AR-18===&lt;br /&gt;
The [[Armalite AR-18]] appeared in the 2020 PVP Build. It was apparently replaced by the Brownells BRN-180S in the Early Access version.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
The [[FN FAL]] appeared in earlier versions of the PVP Build; like the M16A4, it seems to have been replaced during development, by the SA58.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover. In the PVP Build, the whole foreend is railed too.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L (unmodified)===&lt;br /&gt;
An [[FN SCAR-L]] with a long barrel and without built-in rail and stock customizations appeared in the 2020 PVP Build as the &amp;quot;SCAR-L&amp;quot;. The SCAR-L is featured in the 2021 Early Access, but is a CQC variant, and features custom rails and stock by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|none|450px|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|An in-dev SCAR-L equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and an AN/PEQ-15 laser.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] appeared as a usable weapon in the 2020 PVP build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN G3A3 (1).jpg|thumb|none|600px|Preview of the G3A3 battle rifle.]]&lt;br /&gt;
[[File:RoN G3A3 (2).jpg|thumb|none|600px|Initially-equipping the G3A3 - the officer works the action.]]&lt;br /&gt;
[[File:RoN G3A3 (3).jpg|thumb|none|600px|Holding the G3 upon a window in the shoothouse.]]&lt;br /&gt;
[[File:RoN G3A3 (4).jpg|thumb|none|600px|Checking the G3's sights against the glass.]]&lt;br /&gt;
[[File:RoN G3A3 (5).jpg|thumb|none|600px|Setting the selector to automatic.]]&lt;br /&gt;
[[File:RoN G3A3 (6).jpg|thumb|none|600px|The G3's mag-check animation.]]&lt;br /&gt;
[[File:RoN G3A3 (7).jpg|thumb|none|600px|Swapping out the large G3 magazines during a tactical reload.]]&lt;br /&gt;
[[File:RoN G3A3 (8).jpg|thumb|none|600px|Upon empty, the bolt is locked back.]]&lt;br /&gt;
[[File:RoN G3A3 (9).jpg|thumb|none|600px|The user loads in a new one and then slaps the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
===M14===&lt;br /&gt;
A short-barreled [[M14]] is featured in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 (1).jpg|thumb|none|600px|The M14 as seen in the weapon selection.]]&lt;br /&gt;
[[File:RoN M14 (2).jpg|thumb|none|600px|It can be equipped with a SOCOM 16 style short barrel customization.]]&lt;br /&gt;
[[File:RoN M14 (3).jpg|thumb|none|600px|The M14 rifle in-game.]]&lt;br /&gt;
[[File:RoN M14 (4).jpg|thumb|none|600px|Looking through the M14's classic irons.]]&lt;br /&gt;
[[File:RoN M14 (5).jpg|thumb|none|600px|Inspecting the magazine, full of 7.62x51mm.]]&lt;br /&gt;
[[File:RoN M14 (6).jpg|thumb|none|600px|The M14's reload, the magazine release is pressed and then the operator pulls out the mag and loads in a new one.]]&lt;br /&gt;
[[File:RoN M14 (7).jpg|thumb|none|600px|From empty, it has an AK-like reload where the old mag is knocked out.]]&lt;br /&gt;
[[File:RoN M14 (8).jpg|thumb|none|600px|Sending the bolt home with the right hand.]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px|A pre-release screenshot of an officer clearing a stairwell with the M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a M14 in the hands of an officer.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] appeared in earlier versions of the PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with A2 handguards - 5.56x45mm]]&lt;br /&gt;
[[File:RoN M16A4 (1).jpg|thumb|none|600px|Previewing the M16A4.]]&lt;br /&gt;
[[File:RoN M16A4 (2).jpg|thumb|none|600px|Charging the M16A4 in its draw animation.]]&lt;br /&gt;
[[File:RoN M16A4 (3).jpg|thumb|none|600px|Holding the M16 on a close target.]]&lt;br /&gt;
[[File:RoN M16A4 (4).jpg|thumb|none|600px|The sights aren't aligned when aimed; the officer just peers clear over the front sight.]]&lt;br /&gt;
[[File:RoN M16A4 (5).jpg|thumb|none|600px|Ammo-checking the aluminum mag.]]&lt;br /&gt;
[[File:RoN M16A4 (6).jpg|thumb|none|600px|Reloading with both mags clasped together.]]&lt;br /&gt;
[[File:RoN M16A4 (7).jpg|thumb|none|600px|The bolt release is thumbed if empty.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1===&lt;br /&gt;
The [[M4A1]] model in the PVP build was an actual M4A1 rather than a [[Mk 18 Mod 0]] (as it appeared in the Early Access build), identifiable by its barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
A player-usable [[M24 Sniper Weapon System]] can be found in the game files of the Early Access version.&lt;br /&gt;
&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 (1).jpg|thumb|none|600px|The M24 rifle as seen with the aid of a mod.]]&lt;br /&gt;
[[File:RoN M24 (2).jpg|thumb|none|600px|Ditto, this time with an actual scope equipped.]]&lt;br /&gt;
[[File:RoN M24 (3).jpg|thumb|none|600px|The draw animation shows the scope caps being unfolded irregardless of whether or not it is actually equipped.]]&lt;br /&gt;
[[File:RoN M24 (4).jpg|thumb|none|600px|The M24 rifle inside the shoothouse's early hallway.]]&lt;br /&gt;
[[File:RoN M24 (5).jpg|thumb|none|600px|An attempt at aiming the mostly sightless rifle.]]&lt;br /&gt;
[[File:RoN M24 (6).jpg|thumb|none|600px|Chamber-checking also reveals its fairly incomplete status, as there isn't an actual cartridge modeled yet.]]&lt;br /&gt;
[[File:RoN M24 (7).jpg|thumb|none|600px|Cycling the M24...]]&lt;br /&gt;
[[File:RoN M24 (8).jpg|thumb|none|600px|...and reloading it round by round. These animations are mostly complete other than again lacking modeled ammunition.]]&lt;br /&gt;
[[File:RoN M24 (9).jpg|thumb|none|600px|Drawing the scoped M24 on the green light range - again, the caps are static and unfolded already.]]&lt;br /&gt;
[[File:RoN M24 (10).jpg|thumb|none|600px|Attempting to sight it in reveals the eye relief is also way off currently.]]&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
===TAC 700===&lt;br /&gt;
The TAC 700, a [[Air Guns#Tippmann A-5|Tippmann A-5]] paintball gun modified into a pepperball gun sold by PepperBall Technologies, Inc., appears as a primary weapon under the name &amp;quot;TAC700&amp;quot;. It, like the SWAT 4 &amp;quot;Pepperball Gun&amp;quot; shoots OC filled pepperballs, and with full auto and good controllability is a very effective gun for incapacitating suspects without killing them. From the June 2022 update, the pepperball gun was removed from the game and currently it is uncerteain if it will return in the future.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|500px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
=Planned Weapons=&lt;br /&gt;
The following weapons are weapons that the game's developers have stated their intention to add to the game, but are currently (Nov 8 2022 build, Adam update) not present as usable weapons (either in normal gameplay or in game files) in any current or previous version of the game.&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] was planned to appear in the game in a usable form. According to self-contradictory poorly-written historical IMFDB documentation, it would've been either been made available to the player as the &amp;quot;[[M40 Sniper Rifle|M40]]&amp;quot;, or was exclusive to remote controlled Police Sniper Units; neither are currently (Nov 8 2022) implemented into the game, and the gun currently appears in-game (as the M24 SWS) as a piece of evidence.&lt;br /&gt;
&lt;br /&gt;
A standard police style 700 does appear in the [https://www.youtube.com/watch?v=z2FTd1uOEzQ&amp;amp;t=129s&amp;amp;ab_channel=VOIDInteractive &amp;quot;No Room for Civility&amp;quot; tie-in video].&lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===EOTech ???===&lt;br /&gt;
Either an Eotech 512 or Eotech 552 holographic sight was seen in pre release materials, but has since been removed/cut from the game.&lt;br /&gt;
&lt;br /&gt;
===EOTech EXPS3===&lt;br /&gt;
The EOTech EXPS3 is featured as the &amp;quot;Holosight EXPS3&amp;quot; attachment and with a fictionalized &amp;quot;LEOTEC&amp;quot; brand. It can be attached to many assault rifles and submachine guns.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom===&lt;br /&gt;
The Vortex Venom red dot sight is available. Interestingly, it is depicted with its proper &amp;quot;VENOM 3MOA&amp;quot; markings even though the brand logo is replaced with a fictional brand.&lt;br /&gt;
&lt;br /&gt;
===Trijicon MRO===&lt;br /&gt;
The Trijicon MRO red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRS===&lt;br /&gt;
The Trijicon SRS red dot sight is available. It can be attached to many assault rifles and submachine guns. Some weapons are fitted with the Unity FAST Optic Riser to make the red dot higher than the iron sight.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint T-2===&lt;br /&gt;
The Aimpoint T-2 Red Dot Sight is featured as the &amp;quot;MicroT2&amp;quot; attachment and can be used on assault rifles and submachine guns. When mounted on an assault rifle, the LaRue LT660 mount is fitted, while for submachine guns, it is the LaRue LT661 low mount with the Unity FAST Optic Riser.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Comp M5===&lt;br /&gt;
The Aimpoint Comp M5 red dot sight is available as the &amp;quot;M5B&amp;quot; attachment and can only be used on assault rifles. This dot sight will be fitted with an Aimpoint LRP mount.&lt;br /&gt;
&lt;br /&gt;
===EoTech MPO III Hybrid Sight===&lt;br /&gt;
The EoTech MPO III Hybrid Sight was featured in pre release material, but has since been cut/removed from the game.&lt;br /&gt;
&lt;br /&gt;
===Trijicon RMR===&lt;br /&gt;
The Trijicon RMR red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRO===&lt;br /&gt;
The Trijicon SRO red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
===Sightmark Sure Shot===&lt;br /&gt;
The Sightmark Sure Shot red dot sight is featured. Its brand and logo are parodied as &amp;quot;Viewmark&amp;quot;. Has been removed from the game.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpecterDR===&lt;br /&gt;
The ELCAN SpecterDR is available as the &amp;quot;SDR 1-4X&amp;quot; attachment.&lt;br /&gt;
[[File:RoN SpecterDR idle.jpg|thumb|600px|none|The SpecterDR mounted on a Mk16 SCAR.]]&lt;br /&gt;
[[File:RoN SpecterDR ads.jpg|thumb|600px|none|Aiming down sight. ]]&lt;br /&gt;
[[File:RoN SpecterDR ads buis.jpg|thumb|600px|none|Aiming down sight with back up sight.]]&lt;br /&gt;
&lt;br /&gt;
===Nightforce ATACR 1-8x24mm===&lt;br /&gt;
The Nightforce ATACR LPVO is available as the &amp;quot;ATAK-R 1-12X&amp;quot; attachment. The scope magnification cannot be changed, although a key bind for point shooting with either an IR or visible light laser can be set up.&lt;br /&gt;
[[File:RoN ATACR idle.jpg|thumb|600px|none|The NF ATACR mounted on a HK416. Note the Geissele Automatics Super Precision Mount on the ATACR scope.]]&lt;br /&gt;
[[File:RoN ATACR ads.jpg|thumb|600px|none|Aiming down sight. The incorrect SpecterDR reticle is shown.]]&lt;br /&gt;
[[File:RoN ATACR ads 1x.jpg|thumb|600px|none|Combination of 1x mode and laser sight.]]&lt;br /&gt;
&lt;br /&gt;
==Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
===AN/PEQ-15 ATPIAL===&lt;br /&gt;
The AN/PEQ-15 ATPIAL is available as the &amp;quot;PEQ-15 IR Laser&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===B.E.Meyers MAWL===&lt;br /&gt;
The B.E.Meyers MAWL laser sight is available as the &amp;quot;MAULT IR Laser&amp;quot; attachment.&lt;br /&gt;
[[File:RoN MAWL.jpg|thumb|600px|none|Close up of the MAWL mounted on a Mk16 SCAR. The &amp;quot;MAUL-T1+&amp;quot; marking is a parody of the &amp;quot;MAWL-C1+&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Steiner CQBL-1===&lt;br /&gt;
The Steiner CQBL-1 laser sight can be used on assault rifles and submachine guns. &lt;br /&gt;
[[File:RoN CQBL1.jpg|thumb|600px|none|Close up of the CQBL-1 mounted on a Mk16 SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===Surefire M600V Scout Light===&lt;br /&gt;
The Surefire M600V Scout Light is featured as the &amp;quot;M600V Flashlight&amp;quot; attachment.&lt;br /&gt;
[[File:RoN M600V.jpg|thumb|600px|none|The Surefire M600V mounted on a Mk18.]]&lt;br /&gt;
[[File:RoN M600V 3rdperson.jpg|thumb|600px|none|The &amp;quot;Surefire&amp;quot; marking can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===SilencerCo ASR===&lt;br /&gt;
The SilencerCo ASR muzzle brake is featured as the &amp;quot;ASR Brake&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===Surefire SFMB===&lt;br /&gt;
The Surefire SFMB-556-1/2x28 muzzle brake is featured as the &amp;quot;SFMB Brake&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===Surefire SOCOM556 RC2===&lt;br /&gt;
The Surefire SOCOM556 RC2 suppressor is available as the &amp;quot;SOCOM 556 Suppressor&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===SilencerCo Harvester===&lt;br /&gt;
The SilencerCo Harvester suppressor is available as the &amp;quot;Harvester Suppressor&amp;quot; attachment. It is a rifle suppressor, but in the current build it can only be used with MPX 9mm submachine guns.&lt;br /&gt;
&lt;br /&gt;
===SilencerCo Osprey===&lt;br /&gt;
The SilencerCo Osprey suppressor is available as the &amp;quot;Large Suppressor&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===PBS-1===&lt;br /&gt;
The PBS-1 suppressor is featured and can only be used for SLR47.&lt;br /&gt;
&lt;br /&gt;
==Foregrips==&lt;br /&gt;
===BCM Gunfighter Foregrip===&lt;br /&gt;
The BCM Gunfighter Foregrip is available as the &amp;quot;Combat Grip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===KAC Foregrip===&lt;br /&gt;
The KAC foregrip is featured as the &amp;quot;Control Grip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Strike Industries Cobra Tactical Fore Grip===&lt;br /&gt;
The Strike Industries Cobra Tactical Fore Grip is available as the &amp;quot;Speed Grip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==We are coordinating the editing of this page in the Ready or Not Discord==&lt;br /&gt;
&lt;br /&gt;
https://discord.gg/readyornot&lt;br /&gt;
&lt;br /&gt;
[[User:Childworker|Childworker]] ([[User talk:Childworker|talk]]) 20:59, 27 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gameplay trailer ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JcA7Nwa1L9I&amp;amp;feature=youtu.be &lt;br /&gt;
--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:25, 7 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Assault rifle section rework ==&lt;br /&gt;
&lt;br /&gt;
Made an overhaul to assault rifle section to represent what's in-game at this point of time. &amp;lt;br&amp;gt;&lt;br /&gt;
Also have to note that G36C, FN SCAR-L, M14 and full-sized FN FAL are either suspect-only weapons at this point (this need confirmation) or scrapped from the game entirely.--[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 16:59, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== AR-15 style rifles identification ==&lt;br /&gt;
&lt;br /&gt;
Also, need some help indentifying the AR-15 variants appearing in game&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|An &amp;quot;SR-16&amp;quot; - 5,56x45mm NATO]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|An &amp;quot;SBR-300&amp;quot; - .300 Blackout]]&lt;br /&gt;
anybody have any ideas on these? --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 17:02, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
The first one is a Knight Armanent Company SR-16 with their URX 3.1 railed handguard, KAC folding front and rear sights and a Magpul MOE grip and CTR stock. Effectively just a standard SR-16 with a few added parts on the back. The SBR-300 is a mix-master of a gun, although it seems to mostly be made to look like the Wilson Combat SBR Tactical, given the .300 Blackout chambering. The lower matches, same with the upper receiver and handguard. I think it's even got the same sort of weird texture WC puts on their handguards, and the stock is the same. Only non-WC parts on it is the Radian charging handle and the same KAC folding sights as the SR-16. --[[User:PaperCake|PaperCake]] 17:15, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
: Thanks a lot! Updated the article accordingly --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 18:27, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
FYI I've seen a BRN-180 in [https://www.youtube.com/watch?v=8qFdiqGnBM4&amp;amp;t=370s&amp;amp;ab_channel=LewdSCP1471-A this video], guess it is probably the SWAT equivalent to the AR-180. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other Weapons == &lt;br /&gt;
&lt;br /&gt;
So I found a YouTube video that seemed to have pulled a lot of animations from the game for the weapons including both a few of the weapons that haven't been released as well as a few other ones that are, at least by their state in this video (without any firing or handling sounds) very early alpha material. Plus a few companion piece guns (A SWAT usable BRN-180, the P99, the MPL and S&amp;amp;W 76 and so on). I haven't included any of these on the main page that aren't already in the game as NPC suspect weapons, but does anyone know what these are used for? Was there some SWAT vs Suspect mode that got canned?&lt;br /&gt;
&lt;br /&gt;
Link to what I'm talking about: https://www.youtube.com/watch?v=8qFdiqGnBM4&lt;br /&gt;
&lt;br /&gt;
--[[User:PaperCake|PaperCake]] 23:45, 4 January 2022 (EST)&lt;br /&gt;
:Late reply, but there was this PVP build that was available to early backers a long time ago. I can't quite remember the details though, and I don't have the game myself to check. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:58, 17 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unusable Weapons section ==&lt;br /&gt;
&lt;br /&gt;
Some weapons that are available in the game files, and for which several are used by NPC suspects only, can actually be &amp;quot;unlocked&amp;quot; via a mod. I've already checked them out just for the fun of it and thought maybe add info and images, but I wanted to see what others think about this first, if it would be a nice addition to the page, or instead wait for the weapons to be officially released in the future as usable ones. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 16:16, 4 July 2022 (EDT)&lt;br /&gt;
:Modded content is not official content and should not be included in the page. Document firearm appearances exactly as they appear in the game proper. If a gun is not usable, using mods to pretend that it is usable is misinforming the readers. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 6 July 2022 (EDT)&lt;br /&gt;
::I see what you mean, but technically these guns are presumably intended to be usable (perhaps in the future as mentioned) and were not created by third-party creators, rather by the devs and are part of the game's files. They also have their own proper models and animations (though still a work-in-progress). The mod I mentioned only provides the ability to make these weapons usable and functional by players, therefore it is not entirely pretend or not proper. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:16, 6 July 2022 (EDT)&lt;br /&gt;
::: I've thought about it some more. I think that it'll be OK to document as long as you make a proper disclaimer for it (describe what mod are you using and how does it impact the game), and document it on the talk page, it should be OK. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:35, 6 July 2022 (EDT)&lt;br /&gt;
::::Actually you're right, didn't think about it... Adding a new section here in the talk page (instead in the main) with at least one screenshot for each of those weapons using the mod, might be right for starters and continue from there. Although I noticed there's aleady a section here called ''&amp;quot;Other Planned Weapons&amp;quot;'', but I'll take your advise on that and work on it. I hope others will give their own opinion on the topic regardless. I Thank you for your own input, btw. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 17:05, 6 July 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help Identifying New AR-15 ==&lt;br /&gt;
&lt;br /&gt;
As part of the June 2022 update, one of the new NPC-only weapons added to the game is a customized AR-15 platform used by the suspects in the Brisa Cove mission. Couldn't manage to figure what model, so I'll appreciate the help. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 12:12, 6 July 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:RoN AR15 1.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:RoN AR15 2.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:RoN AR15 3.jpg|thumb|600px|none]]&lt;br /&gt;
:It's a [https://www.tactical-life.com/firearms/csr-1516-hot-blooded-cool-colt-rifle/ Colt CSR-1516], except it has a standard upper receiver with a forward assist.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:27, 6 July 2022 (EDT)&lt;br /&gt;
::Thank you! --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 09:03, 7 July 2022 (EDT)&lt;/div&gt;</summary>
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		<title>Killing Floor</title>
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&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the Unreal Engine 2.5 owned by Epic Games. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant clone breakout from multiple labs in London run by the biotech company Horzine. Various police and military units are called in to deal with an alleged &amp;quot;protest&amp;quot;, only to find hordes of cloned, mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries, sends various people into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, riot police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader who sells arms and armor to the players, these survivors are sent to various infected locations, from the streets of West London to abandoned Horzine labs to an experimental Moon Base to combat the specimens.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 16 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four given a neon black-and-red or black-and-blue scheme, and four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel, Killing Floor is a rare game where flipping on weapon mounted lights is animated rather than magically turning on.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|Then chambering a round with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure force of will will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[File:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly Horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The iron sights, the tritium inserts are very useful for most KF maps.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is up, a nice touch. Slightly less nice is the missing texture on the inside of the slide.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|After finding a magic energy thing, the survivor threatens it with his Desert Eagle's sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to Hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Checking the sights reveals the classic S&amp;amp;W target sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, a bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
With the 2012 Halloween event came the Community Weapons Pack DLC, which among 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. As with the other handguns it can be dual-wielded, but unlike the rest it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[File:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective. Also note the uncocked hammer; apparently, among the modifications made to this particular 1851 is a conversion to double-action operation.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder. What exactly is holding the gun shut is never made clear.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. Its magazine holds 32 rounds by default. The MP5M is a solid SMG for any medic, with its easy to read sight, high capacity, and plentiful back-up ammo only nullified with a rather weak damage per shot and a long reload time. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading by pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one. Cool as it looks, this wouldn't work in reality due to how deeply-seated the magazine is.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with an HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[File:Original MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game ''Portal''.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading by dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has. While not visible here, the magazine does have cartridges modeled in it, though the fact that they aren't visible from here demonstrates that they're seated rather too deeply.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 added in in the first of four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds, upgrading to 62 when fully leveled) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, very heavy recoil, especially when hip-fired, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to in full as &amp;quot;Dr. John T. Thompson's Lead Delivery System&amp;quot;, and loads from drums that hold 40 rounds instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and an even slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top notch rather than the lower peep, which would normally mean the shots would go high as thats the 150 yard setting.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading, first by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Eyeing up a frozen elf with the cramped MAC-10 sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading by pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload. It is one of the four weapons given a neon-themed version with the Neon Weapons Pack, given an overall black finish with bright blue highlights, including a medic cross printed on the magwell.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the &amp;quot;Clandestine&amp;quot; map.]] &lt;br /&gt;
[[File:KF Vector irons.jpg|thumb|600px|none|Afterwards, he checks its BUIS style iron sights.]] &lt;br /&gt;
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading by pushing the mag-release.]] &lt;br /&gt;
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]] &lt;br /&gt;
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the right side rail.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|A survivor wanders around trying to find Chris's blood in a spooky mansion.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading by dramatically chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|The AA-12's simple iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading, beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight, perfect for situations like this.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of the first Golden Weapons Pack DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean with his good friend Mr. Super 90.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight mounted on top, small but effective.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns. It is one of the four weapons given a neon-colored variation with the Neon Weapons Pack, painting the weapon in an overall black finish with bright red highlights.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF-HSG1Promo.jpg|thumb|none|600px|An official promotional render of the &amp;quot;HSG-1&amp;quot;.]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading by removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
Added in the &amp;quot;Summer Sideshow: Pier of Pain&amp;quot; event, the &amp;quot;Multi-Chambered Zed Thrower&amp;quot; is a lavishly-decorated steampunk shotgun based on the [[Pancor Jackhammer]]. As with the real weapon, it is fully-automatic (with a stupendously low rate of fire), uses a bullpup arrangement, and holds 10 rounds; unlike the Jackhammer and its unique detachable-cylinder feed setup and blow-forward operation, however, the MCZT appears to use a more conventional drum magazine and is recoil-operated. It lacks sights (though it can still be aimed), and possesses a unique alternate firemode wherein it blasts enemies with steam (fittingly enough); this deals no damage and consumes no ammunition, but is capable of pushing groups of enemies away, allowing it to be used as an escape tool in tight situations.&lt;br /&gt;
[[File:Jackhammer.jpg|thumb|none|500px|Pancor Jackhammer (early prototype) - 12 gauge (proprietary)]]&lt;br /&gt;
[[File:KF1-Pancor (1).jpg|600px|thumb|none|LCpl. Lee Baron holding his steampunk'd Jackhammer.]]&lt;br /&gt;
[[File:KF1-Pancor (2).jpg|600px|thumb|none||The irons are effectively non-existent, but it's a shotgun. Who is going to be using the sights anyway?]]&lt;br /&gt;
[[File:KF1-Pancor (3).jpg|600px|thumb|none|After firing just one round out of his casette magazine, he discards it. Wishing he could use it as a makeshfit landmine for the zeds.]]&lt;br /&gt;
[[File:KF1-Pancor (4).jpg|600px|thumb|none|Inserting the new magazine, while a man made horror beyond comprehension decided to disturb whatever was left that vaguely resembled peace.]]&lt;br /&gt;
[[File:KF1-Pancor (5).jpg|600px|thumb|none|After hitting an also non-existent button on the reciever, chambering the round. Baron can finally put this monstrocity to rest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube, in contrast to the game animating the player characters as loading six before chambering one.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|A survivor takes a dockside jog with his Trench Gun.]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|The 100+ year old bead sight.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading by loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake with a single headshot.&lt;br /&gt;
[[File:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30 WCF]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|A survivor stands outside a blood splattered barn with his trusty Winchester.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered. Note that the locking lugs (the two gray rectangles towards the top-rear of the receiver) have not dropped down to allow this; the bolt simply clips through them.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Lee-Enfield No. 4 Mk I]], but rather a &amp;quot;steampunk&amp;quot;-style weapon based on one named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being some of the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[File:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[File:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint CompM2 red dot sight and compared to the [[AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the Aimpoint and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, MATech rear flip-up BUIS (which is used on the Demolitions version), Magpul PMAGs and a Knight's Armament Company M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[File:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint CompM2, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Fright Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so. Another difficult-to-spot detail is the magazine release; this visibly pops out slightly when the magazine is removed, making ''KF'' possibly the first game to feature this detail.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[File:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[File:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the MATech flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203 by cracking it open and stuffing a new 40mm inside.]]&lt;br /&gt;
[[File:Xmas m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==L22A2==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 30-round magazines that hold 40 rounds in-game. It's very weak and inaccurate with heavy recoil.&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech; how it fits on top of the SUSAT's rail is a mystery.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading begins by pressing the magazine release; it does move when pushed, though it simply slides straight in instead of pivoting in in the front and out in the back, causing the back end of the catch to clip into the magazine well.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[File:KF-L22Ground.jpg|none|thumb|600px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. It is unique for having two versions with different finishes - the first Golden Weapons Pack DLC adds a version with a golden finish on the metal components and gold engravings in the wooden parts, and the later Neon Weapons Pack gives one with an overall black finish and bright red highlights.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|The classic AK iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|600px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==MKb 42(H)==&lt;br /&gt;
The Halloween 2012 event added the [[MKb 42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire in return for somewhat cluttered ironsights.&lt;br /&gt;
[[File:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) (Sport Systeme Dittrich reproduction) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|A survivor wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Before using its iron sights to ventilate a bunch of angry zeds.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading, first the empty magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|A new one is inserted.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|And the charging handle is yanked, correctly locking back; the MKb 42(H) fires from an open bolt, as seen in the first screencap.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount. It is the last weapon given a neon-themed variation with the Neon Weapons Pack, sharing the same bright blue highlights as the neon Vector.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming down the CompM4 red dot sight.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|A British soldier keeps watch over a stretch of highway with his M14.]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|The classic iron sights, with just a little bit of rail peeking up.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The laser dot, considering where its coming from, the laser is mounted on the gas tube.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modeled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green Magpul attached to the bottom.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M7A3&amp;quot;==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. It is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), a vertical foregrip, and a medication dart launcher. It bears some resemblance to the similarly-named M7 rifle from ''[[Darkest of Days]]''.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs some mean recoil and a rather slow rate of fire, but comes with a futuristic red dot sight and good DPS, making for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[File:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|The green reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==L2A2==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers, which simultaneously heals teammates and damages Specimens that are within the cloud.&lt;br /&gt;
[[File:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[File:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[File:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[File:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[File:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[File:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==LAW 80==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[File:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[File:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Mortar==&lt;br /&gt;
Added in the 2nd Community Weapons Pack DLC, the &amp;quot;Orca Bomb Propeller&amp;quot; is a fictional Steampunk-esque grenade launcher resembling an early wheellock [[hand mortar]] (a class of weapons which served as an early predecessor to the modern grenade launcher). While muzzle-loaded, the in-game weapon is not a wheellock, instead using caseless grenades the approximate shape of (and slightly bigger than) an egg with small fins on the back, presumably functioning similarly to a [[GP-series grenade launcher]] (though, unlike such launchers, the round has to be locked in manually, with the player character flipping a lever near the muzzle each time a new round is inserted). It is comparable to the [[M79 grenade launcher|M79]], with its main distinction being the use of video-gamey smart grenades that explode on contact with enemies and on a timer otherwise (unless the round kills an enemy by impact force alone, in which case it will still explode on a timer), making long-distance and area-approximation shots (e.g. dealing with Sirens) more difficult in exchange for greater utility in close-quarters maps (being able to bounce shots off of walls and the like), a fact further cemented by its complete lack of sights.&lt;br /&gt;
[[File:Hand Mortars.jpg|thumb|none|500px|A collection of hand mortars; the second one from the top is quite similar to the in-game weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1633291</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1633291"/>
		<updated>2023-12-04T01:25:40Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: Minor spelling mistake(s).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to ''[[Killing Floor]]''. The game is developed on a modified Unreal Engine 3.  ''Killing Floor 2'' came out on April 21st 2015 as a Steam early access game, and saw a full retail release on November 18th in 2016. A PlayStation 4 installment was released on the same day, and a port to the Xbox One was made available on August 28, 2017. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
With the exception of the fictional HX25 and Medic pistol, all handguns can be dual-wielded.&lt;br /&gt;
==Beretta 92 Hybrid==&lt;br /&gt;
The &amp;quot;9mm Pistol&amp;quot; is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as ''Red Orchestra''), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game. Also like in the first game, a second pistol will be identical to the first save for lacking a weaponlight on the underbarrel rail; despite this, randomly-spawned or dropped pistols will always have the light attached.&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[File:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[File:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discipline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first ''Killing Floor'', where the slide locked open on its own once the reload animation was triggered, it properly only locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the &amp;quot;Tactical reload&amp;quot; perk. First, an overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]]&lt;br /&gt;
[[File:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]]&lt;br /&gt;
[[File:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol. This doesn't explain how he's aiming the left-hand one, though.]]&lt;br /&gt;
[[File:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Berettas.]]&lt;br /&gt;
[[File:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[File:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with neon embellishments appears as the &amp;quot;HRG 93R Pistol&amp;quot;, it was added in the &amp;quot;Last Hans Standing&amp;quot; update in October 2023. It is an alternate choice to the Beretta 92FS in the perk selection menu. It is available to every perk, anyone playing as the SWAT class will also spawn with dual 93Rs if they have the Close Combat Training skill selected. It deals less damage than the 92FS, but it's made up for with its magazine size and burst fire. Unlike the Glock 18C intended for the Gunslinger, it is not possible to change the firing mode, even when you have just the single one equipped. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:KF2-93R (1).jpg|600px|thumb|none|Lt. Masterson with his &amp;quot;HRG 93R&amp;quot; pistol. It's different because it's got those neon lines, guys!]]&lt;br /&gt;
[[File:KF2-93R (2).jpg|600px|thumb|none|Masterson brass checking his quirky and relatable looking pistol.]]&lt;br /&gt;
[[File:KF2-93R (3).jpg|600px|thumb|none|A look down the irons. Would've been a better move if they were also illuminated.]]&lt;br /&gt;
[[File:KF2-93R (4).jpg|600px|thumb|none|Performing a standard reload on the Raffica.]]&lt;br /&gt;
[[File:KF2-93R (5).jpg|600px|thumb|none|Inserting the fresh magazine. ]]&lt;br /&gt;
[[File:KF2-93R (6).jpg|600px|thumb|none|After getting a bit carried away, the slide is now locked back. ]]&lt;br /&gt;
[[File:KF2-93R (7).jpg|600px|thumb|none|Slapping in a new mag...]]&lt;br /&gt;
[[File:KF2-93R (8).jpg|600px|thumb|none|...and followed by dropping the slide into battery.]]&lt;br /&gt;
[[File:KF2-93R (9).jpg|600px|thumb|none|Now with a double helping of 9mm FMJs. ]]&lt;br /&gt;
[[File:KF2-93R (10).jpg|600px|thumb|none|While waiting for the next horde of zeds to appear, Masterson tries to amuse himself with his dualies, all that's missing is making Mr. and Mrs. Beretta &amp;quot;kiss&amp;quot;, as previously done with [[Counter-Strike: Global Offensive|CTs and Ts alike]] from the days of old.]]&lt;br /&gt;
[[File:KF2-93R (11).jpg|600px|thumb|none|Opposite sides of each Beretta.]]&lt;br /&gt;
[[File:KF2-93R (12).jpg|600px|thumb|none|Brass checking, yep, this one's good to go.]]&lt;br /&gt;
[[File:KF2-93R (13).jpg|600px|thumb|none|And, yep! This one's also loaded, it's back to business as usual.]]&lt;br /&gt;
[[File:KF2-93R (15).jpg|600px|thumb|none|The unorthodox type of &amp;quot;aiming&amp;quot; with the dualies. Like any others, you can hit alt fire and look through the sights on the right.]]&lt;br /&gt;
[[File:KF2-93R (16).jpg|600px|thumb|none|After getting way too carried away. Masterson begins reloading his Berettas.]]&lt;br /&gt;
[[File:KF2-93R (19).jpg|600px|thumb|none|And now for the other.]]&lt;br /&gt;
[[File:KF2-93R (20).jpg|600px|thumb|none|After getting even more carried away with them, Masterson now has to worry about reloading and dropping the slide on ''two'' of these rather rare pistols.]]&lt;br /&gt;
[[File:KF2-93R (21).jpg|600px|thumb|none|Topping off the new mag in the right.]]&lt;br /&gt;
[[File:KF2-93R (24).jpg|600px|thumb|none|And bringing it home with releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update, the ability to simply zoom in like in the first ''Killing Floor'' when aiming paired handguns was added; switching between the two aiming styles for dual handguns was made the secondary-fire option for them.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, and gold assortments was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
It likely is a reference to [[Supernatural]], a show about humans hunting supernatural creatures (including the undead) and a patriarchal figure returning, as it very strongly resembles Dean Winchester's custom M1911A1.&lt;br /&gt;
[[File:NickelM1911.jpg|thumb|350px|none|M1911A1 with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:Spn1007Dean1911.jpg|thumb|350px|none|The Supernatural 1911.]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|Albert visiting the French subway.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most maps makes it hard to see the engravings most of the time anyway.]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Brass checking the 1911 with one hand.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading dual 1911s with a round in the chamber still in the left gun.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Brass checking one of the 1911s. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]] returns in ''Killing Floor 2'' with a chrome finish, this time properly titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in the &amp;quot;Return of the Patriarch&amp;quot; update as the Gunslinger's third-tier weapon. It holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the Desert Eagle in ''Killing Floor 2'' makes ring-shaped muzzle flashes, which they also make in real life.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Reloading the Eagle with a round still in the chamber prompts the character to keep the still partially filled mag.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|Reloading the two dry Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Like with the 1911, brass checking the gun like this would eject the loaded round; interestingly, the left-hand gun's slide - or, for that matter, the slide of a Desert Eagle when used on its own - isn't pulled nearly as far back.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Assured that game mechanics will make the pistol unrealistically practical for the purpose, a player attempts to take on the Patriarch with only two Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500 Bone Collector==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, known generically as the &amp;quot;500 Magnum Revolver&amp;quot; in-game and titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; in outside material. The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above.&lt;br /&gt;
&lt;br /&gt;
A modified version was added in the &amp;quot;Grim Treatments&amp;quot; update, known as the &amp;quot;HRG Buckshot&amp;quot;; as the name implies, this variant fires shotgun shells (presumably around 36 gauge), featuring a shorter barrel, and the same gray/white/blue color scheme as the other &amp;quot;HRG&amp;quot; weapons. Being a shotgun, it is used by the Support Specialist class, serving as a Tier 3 weapon. Like the standard variant, the Buckshot can be dual-wielded.&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading (although the hammer is still cocked with non-empty reloads, which would make it impossible to swing out the cylinder in reality). Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith, half Wesson. All Zedstopper (and Wristbreaker).]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
[[File:KF2 Buckshot Render.jpg|thumb|none|600px|An official promo render of the HRG Buckshot; the new barrel appears to simply be a chopped-off version of the original one, sans the lightening cut towards the front.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
As of the &amp;quot;The Descent&amp;quot; update, the &amp;quot;Flaregun&amp;quot; returns from the first ''Killing Floor'', this time called the &amp;quot;Spitfire Revolver&amp;quot;. It's still a heavily modified [[Colt 1851 Navy]] that shoots fireballs.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Yuletide Horrors&amp;quot; update added an additional variant known as the &amp;quot;HRG Winterbite&amp;quot;. Like the other HRG weapons, it features a black/gray/blue color scheme, though the main functional change is in its ammunition; rather than firing flares, the Winterbite fires miniature grenades that can freeze enemies (similarly to the Sharpshooter's Freeze Grenades).&lt;br /&gt;
[[File:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 ball]]&lt;br /&gt;
[[File:KF2 spitfire.jpg|thumb|600px|none|An officially-released render of the Spitfire Revolver. Despite being top-break in-game, it lacks any sort of visible frame hinge.]]&lt;br /&gt;
[[File:KF2 spitfire holding.jpg|thumb|600px|none|Masterson watches the sunset, Spitfire in hand.]] &lt;br /&gt;
[[File:KF2 spitfire irons.jpg|thumb|600px|none|Thinking that the sun must be running out of fire, he aims for the sky, showing off the rather small iron sights.]]&lt;br /&gt;
[[File:KF2 Winterbite Render.jpg|thumb|none|600px|An official promo render of the HRG Winterbite. Seeing as the revolver now fires the exact opposite of incendiary ammunition, it's not quite clear why it still needs a pilot light at the end of the barrel, nor why the muzzle is still thermally discolored.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
Rounding out the current list of double-barreled firearms, the [[AF2011 Dueller Prismatic|Arsenal Firearms AF2011-A1]] was introduced alongside the MAC-10 in the &amp;quot;Infinite Onslaught&amp;quot; update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911.&lt;br /&gt;
[[File:AF2011.jpg|thumb|none|400px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:KF2 AF2011 (1).jpg|thumb|none|600px|DJ Scully heads towards the action, AF2011-A1 in hand.]]&lt;br /&gt;
[[File:KF2 AF2011 (2).jpg|thumb|none|600px|He stops and examines the pistol, wondering if he should use that green resupply crate for more ammo.]]&lt;br /&gt;
[[File:KF2 AF2011 (3).jpg|thumb|none|600px|Chamber-checking the AF2011. No fancy one-handed brass check for this hunk of a pistol, unfortunately; owing to its ridiculous size, it reuses the Desert Eagle's idle animations.]]&lt;br /&gt;
[[File:KF2 AF2011 (4).jpg|thumb|none|600px|He sights in and prepares to blast a highlighted-stalker.]]&lt;br /&gt;
[[File:KF2 AF2011 (5).jpg|thumb|none|600px|Reloading the pistol with a literal fistful of 1911 mags.]]&lt;br /&gt;
[[File:KF2 AF2011 (6).jpg|thumb|none|600px|Dumping out empty magazines from the AF2011 in the heat of battle.]]&lt;br /&gt;
[[File:KF2 AF2011 (7).jpg|thumb|none|600px|Blasting a clot with four barrels of fun, note the impressive muzzle flash.]]&lt;br /&gt;
[[File:KF2 AF2011 (8).jpg|thumb|none|600px|Reloading the left pistol.]]&lt;br /&gt;
[[File:KF2 AF2011 (9).jpg|thumb|none|600px|Releasing the right-one's slide.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
Added in the &amp;quot;Grim Treatments&amp;quot; update, a [[Chiappa Rhino 60DS]] can be purchased; it serves as a Tier 3 weapon for the Gunslinger perk, and can be dual-wielded. It is known in-game simply as the &amp;quot;Rhino&amp;quot;, featuring a Walther MRS reflex sight and (of all things) explosive fragmentation rounds. It notably re-uses the [[Smith &amp;amp; Wesson Model 500|M500]]'s animations, including the visible cocking of the hammer after every shot, despite the Rhino's &amp;quot;hammer&amp;quot; actually being a cocking lever that doesn't stay back once pulled.&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[File:KF2 Rhino Render.jpg|thumb|none|600px|An official promo render of the Rhino.]]&lt;br /&gt;
[[File:KF2 Rhino (1).jpg|thumb|none|600px|The Rhino 60DS on the Biolapse level.]]&lt;br /&gt;
[[File:KF2 Rhino (2).jpg|thumb|none|600px|Aiming the Chiappa, for some reason, the reticle is centered high, despite the revolver's low bore axis.]]&lt;br /&gt;
[[File:KF2 Rhino (3).jpg|thumb|none|600px|Cocking the Rhino, note the explosive effect on the targeted zed.]]&lt;br /&gt;
[[File:KF2 Rhino (4).jpg|thumb|none|600px|Dumping out the cylinder on a reload.]]&lt;br /&gt;
[[File:KF2 Rhino (5).jpg|thumb|none|600px|Feeding the Rhino with a speed loader.]]&lt;br /&gt;
[[File:KF2 Rhino (6).jpg|thumb|none|600px|Dual-wielding Rhino 60DS revolvers. The cocking indicators are clearly visible; the Rhino is modeled with them permanently raised when using two at once.]]&lt;br /&gt;
[[File:KF2 Rhino (7).jpg|thumb|none|600px|Zooming in with the basic aim mode, which reveals both red dots.]]&lt;br /&gt;
[[File:KF2 Rhino (8).jpg|thumb|none|600px|Reloading the left Chiappa, note the added &amp;quot;TW&amp;quot; and the real trademarks.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The &amp;quot;Yuletide Horror&amp;quot; update added a 3rd-generation two-tone [[Glock 18C]] as a (purchasable) weapon for the SWAT perk; it is loaded with a 33-round magazine by default, and is paired with a glass-paneled riot shield (which is broken, for some reason).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perilous Plunder&amp;quot; update introduced another paid-for, [[Dredd]]-inspired G18C variant for the Gunslinger perk that features a unique Fischer Development 917 suppressor and all black finish. It can be dual-wielded as well.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|400px|Glock 18C (3rd generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KF2 G18C Render.jpg|thumb|none|600px|An official promo render of the Glock; note the stainless slide and the &amp;quot;Slock&amp;quot; logo.]]&lt;br /&gt;
[[File:KF2 G18C (1).jpg|thumb|none|600px|Donovan wielding the Glock 18C and body bunker combo.]]&lt;br /&gt;
[[File:KF2 G18C (2).jpg|thumb|none|600px|Aiming the machine pistol through the broken viewport. Note the three-dot sights.]]&lt;br /&gt;
[[File:KF2 G18C (3).jpg|thumb|none|600px|Reloading the 33-round magazine.]]&lt;br /&gt;
[[File:KF2 G18C (4).jpg|thumb|none|600px|Dumping an empty one out of the G18C.]]&lt;br /&gt;
[[File:KF2 G18C (5).jpg|thumb|none|600px|Thumbing the slide release. With the Tactical Reload perk, this is sped up by the player character pressing the front corner of the slide against the side of the shield to power-stroke it.]]&lt;br /&gt;
[[File:KF2 G18C (6).jpg|thumb|none|600px|Inspecting the right side of the Glock.]]&lt;br /&gt;
[[File:KF2 G18C (7).jpg|thumb|none|600px|The standalone G18C with the frame-rail mounted suppressor.]]&lt;br /&gt;
[[File:KF2 G18C (8).jpg|thumb|none|600px|This version has the standard Glock u-notch sight, although it is not aligned well.]]&lt;br /&gt;
[[File:KF2 G18C (9).jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:KF2 G18C (10).jpg|thumb|none|600px|Powerstroking the slide.]]&lt;br /&gt;
[[File:KF2G18C (11).jpg|thumb|none|600px|Inspecting the black G18C.]]&lt;br /&gt;
[[File:KF2G18C (13).jpg|thumb|none|600px|Note that the compensator cuts in the barrel would completely cancel out the suppressor's baffles. The slide is also practically being pulled off here, with the top of the chamber being visible through the keyhole.]]&lt;br /&gt;
[[File:KF2G18C (12).jpg|thumb|none|600px|Mag-checking a pair of G18s.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and tan Magpul furniture, including an AFG, MIAD grip, and CTR stock. Despite being an SMG, it is ''not'' one of the weapons buffed when using the SWAT class, and is for all intents and purposes treated as an assault rifle by the game, including a damage profile that is nearly identical to the 5.56mm L85.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading while showing off that the front sight is far too low to line up with the rear sight. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|...inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A1]], appearing as the &amp;quot;MP7 SMG&amp;quot;, returns in the &amp;quot;Tactical Response&amp;quot; update along with the &amp;quot;SWAT&amp;quot; class. Compared to its appearance in the original game, it's fitted with a suppressor and a C-More red dot sight instead of the Trijicon RX01. It also fits 40-round magazines by default, but which start out only holding 30 bullets; like with the Medic in the first game, leveling its associated perk increases the amount of bullets per magazine, with the maximum level allowing for an unrealistic doubled capacity of 60.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|400px|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]]&lt;br /&gt;
[[File:KF2 MP7 irons.jpg|thumb|600px|none|Sighting up a zed with the C-more sight.]] &lt;br /&gt;
[[File:KF2 MP7 tac reloading.jpg|thumb|600px|none|Performing a mid-mag reload as a siren approaches.]] &lt;br /&gt;
[[File:KF2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag.]] &lt;br /&gt;
[[File:KF2 MP7 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:KF2 MP7 reloading3.jpg|thumb|600px|none|Pulling the charging handle. With the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release will be used instead.]]&lt;br /&gt;
[[File:KF2 MP7world.jpg|thumb|none|600px|Interestingly, the world model of the MP7 shows it equipped with a flashlight; it is not present in the first person model.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] was added in the &amp;quot;Tactical Response&amp;quot; update. It appears as the &amp;quot;MP5RAS SMG&amp;quot;. It has an incorrect 40 round capacity despite its 30-round magazine (presumably as part of an effort to make it a proper upgrade over the starting MP7). It can fire in either full-auto or three-round bursts.  &lt;br /&gt;
[[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]]&lt;br /&gt;
[[file:Kf2-mp5smg.jpg|thumb|600px|none|Holding the MP5RAS.]]&lt;br /&gt;
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]] &lt;br /&gt;
[[File:KF2 MP5 misc2.jpg|thumb|600px|none|The model was retextured in a patch to include the 3-round burst setting.]] &lt;br /&gt;
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]] &lt;br /&gt;
[[File:KF2 MP5 reloading3.jpg|thumb|600px|none|Just a few frames away from the HK-slap.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch UMP45 ==&lt;br /&gt;
Introduced with the &amp;quot;Krampus Christmas&amp;quot; event (Update 1059 on PC), the [[Heckler &amp;amp; Koch UMP]] is another SMG available to the SWAT perk. As with the MP5, it can fire in either three-round burst or full auto, and holds 30 rounds in its box magazine. It is also outfitted with an EOtech holographic sight and folding foregrip.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:KF2 UMP (1).jpg|thumb|none|600px|Wishing for a winter coat, Donovan will have to rely on his H&amp;amp;K UMP to keep him warm instead.]]&lt;br /&gt;
[[File:KF2 UMP (2).jpg|thumb|none|600px|Aiming through the holo sight. In Zed-time, both it and the rear sight shake around quite a bit while firing.]]&lt;br /&gt;
[[File:KF2 UMP (3).jpg|thumb|none|600px|Chamber-checking the UMP.]]&lt;br /&gt;
[[File:KF2 UMP (4).jpg|thumb|none|600px|Mid-magazine reload; note the new mag is clipping with the side rail.]]&lt;br /&gt;
[[File:KF2 UMP (5).jpg|thumb|none|600px|Loading the fresh magazine.]]&lt;br /&gt;
[[File:KF2 UMP (6).jpg|thumb|none|600px|Locking the bolt back inside the Krampus's nasty lair.]]&lt;br /&gt;
[[File:KF2 UMP (7).jpg|thumb|none|600px|Tossing out the spent mag.]]&lt;br /&gt;
[[File:KF2 UMP (8).jpg|thumb|none|600px|In with the new one.]]&lt;br /&gt;
[[File:KF2 UMP (9).jpg|thumb|none|600px|HK-slapping the bolt home, just like on the MP5RAS.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 TR ==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;P90 SMG&amp;quot;. It was added in the &amp;quot;Tactical Response&amp;quot; update. It is fitted with a Trijicon RX30 reflex sight.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg |thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:KF2 P90 holding.jpg|thumb|600px|none|Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.]]&lt;br /&gt;
[[File:KF2 P90 irons.jpg|thumb|600px|none|The RX30's reticle.]] &lt;br /&gt;
[[File:KF2 P90 misc1.jpg|thumb|600px|none|Performing a brass check, note the 5.7x28mm round.]] &lt;br /&gt;
[[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] &lt;br /&gt;
[[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the &amp;quot;Tactical Reload&amp;quot; variant, which for this weapon isn't much different from the normal one, just faster and with slightly different motions.]]&lt;br /&gt;
&lt;br /&gt;
== KRISS Vector ==&lt;br /&gt;
Along with the &amp;quot;Tactical Response&amp;quot; update, the [[TDI Vector|KRISS USA Vector]] was added into the game. It appears as the &amp;quot;KRISS SMG&amp;quot;, and is the Tier 4 weapon for the SWAT perk. It is fitted with a Sightmark Sure Shot or similar model reflex sight.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]]&lt;br /&gt;
[[File:KF2 Vector irons.jpg|thumb|600px|none|The sight picture of the red dot.]] &lt;br /&gt;
[[File:KF2 Vector misc1.jpg|thumb|600px|none|Performing a brass check, showing off the bolt.]] &lt;br /&gt;
[[File:KF2 Vector misc2.jpg|thumb|600px|none|The brass check animation was updated to be more of a brass check and less of a pull-the-charging-handle-in-a-weird-way.]] &lt;br /&gt;
[[File:KF2 Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF2 Vector reloading2.jpg|thumb|600px|none|Mashing in a new Glock 21 magazine.]]&lt;br /&gt;
[[File:KF2 Vector reloading3.jpg|thumb|600px|none|Pulling the charging handle. Similarly to the MP7, with the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release is utilized.]]&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
Another fan favorite from the original game, the [[MAC-10]] (referred to as &amp;quot;Mac-10&amp;quot; ingame) is available to the Firebug and SWAT perks since the &amp;quot;Infinite Onslaught&amp;quot; update. It still features a suppressor and fires incendiary rounds, regardless of whatever perk is being used. Both semi-auto and full-auto fire modes are available. &lt;br /&gt;
[[File:Ingram-mac10 new.jpg|thumb|none|400px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF2 MAC-10 (1).jpg|thumb|none|600px|D.A.R. draws his &amp;quot;MAC-10 nine-millimeter,&amp;quot; which doesn't have quite the same ring as [[Terminator,_The#IMI_Uzi|Arnold's famous Uzi line]]. Whenever drawn, the player character fully folds the buttplate over the receiver, apparently it hangs loose whenever holstered. Actually bothering to use it would probably be a bit wiser.]]&lt;br /&gt;
[[File:KF2 MAC-10 (2).jpg|thumb|none|600px|Blasting the horde with suppressed, incendiary rounds from the M10.]]&lt;br /&gt;
[[File:KF2 MAC-10 (3).jpg|thumb|none|600px|Aiming the MAC.]]&lt;br /&gt;
[[File:KF2 MAC-10 (4).jpg|thumb|none|600px|D.A.R. locks the bolt back on an empty reload...]]&lt;br /&gt;
[[File:KF2 MAC-10 (5).jpg|thumb|none|600px|...throws out the empty magazine...]]&lt;br /&gt;
[[File:KF2 MAC-10 (6).jpg|thumb|none|600px|...and inserts a new one.]]&lt;br /&gt;
[[File:KF2 MAC-10 (7).jpg|thumb|none|600px|As with other weapons in the game, bugs sometimes show the bolt incorrectly closed.]]&lt;br /&gt;
[[File:KF2 MAC-10 (8).jpg|thumb|none|600px|Pulling the charging handle on the speed-reload; this happens last instead of first as done in the normal animation.]]&lt;br /&gt;
&lt;br /&gt;
== M1928 Thompson ==&lt;br /&gt;
Brought back with the &amp;quot;Twisted Christmas: Seasons Beatings&amp;quot; update for December 2018, the [[M1928 Thompson]] is available to the Commando and SWAT perks. It feeds from the signature 50-round drum magazines, and is capable of either semi-automatic or full-automatic fire.&lt;br /&gt;
[[Image:M1928.jpg|thumb|none|400px|M1928 &amp;quot;Tommy Gun&amp;quot; with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (1).jpg|thumb|none|600px|Holding the Tommy Gun in-game.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (2).jpg|thumb|none|600px|Looking down the sights at a deranged gingerbread man.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (3).jpg|thumb|none|600px|Checking the drum magazine reveals a lone .45 ACP round.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (4).jpg|thumb|none|600px|The charging handle is correctly pulled back first when reloading from empty.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (5).jpg|thumb|none|600px|Inserting a new drum mag, basically the same procedure as ammo checking other than the drum is taken offscreen and replaced with another.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (6).jpg|thumb|none|600px|Inspecting the other sides of the SMG show that the bolt is always locked forward though.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory, and can occasionally be found on the ground during a wave. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player with his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube.]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500.]]&lt;br /&gt;
[[File:KF2 M500 ads.jpg|thumb|none|600px|Aiming with the muzzle brake's bead sight.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity similarly to the first game, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
[[File:KF2 Benelli M4 ads.jpg|thumb|none|600px|Aiming through the micro red dot.]]&lt;br /&gt;
&lt;br /&gt;
== Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will still show the character extracting and dropping both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|DJ Scully shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[File:KF2 Boomstick ADS.jpg|thumb|none|600px|Aiming the Boomstick.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range in one of the game's beta advertisements from the first game.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Another player, having cunningly disguised his AA-12 as a tree to better blend into the streets of a burning Paris, lulls a Scrake into a false sense of security.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds. Note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first ''Killing Floor''.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. Also, occasionally the bolts of weapons will glitch out from Zed Time; in the case of the AA-12, the bolt will lock closed as it used to be.]] &lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
[[File:KF2 AA-12 ads.jpg|thumb|none|600px|Aiming reveals the front sight is a bit low, not that it really matters when using an automatic shotgun in the apocalypse.]]&lt;br /&gt;
&lt;br /&gt;
== Saiga 12 variant ==&lt;br /&gt;
A heavily stylized [[Saiga 12]] variant appears as a paid DLC weapon, under the name of &amp;quot;S-12 Shockgun&amp;quot;. Holds 10 rounds in a magazine, it has an interesting alt fire where it releases a 360 degree shockwave. Convenient for the player if they were to get swarmed. The electrical component has its own ammo supply, like the underslung M203 on the M16A4. It also must be reloaded. &lt;br /&gt;
[[File:Kalashnikov USA KHAOS.jpg|thumb|450px|none|Kalashnikov USA KHAOS - 12 gauge]]&lt;br /&gt;
[[File:Saiga12new.jpg|thumb|450px|none|Saiga-12 (IZ-109) - 12 gauge]]&lt;br /&gt;
[[File:KF2-S12Render.jpg|600px|thumb|none|Official render of the S-12. Note the fitted mag well, a side charger like on modified models, and the trigger assembly positioned like how it is with the in-line stocked/gripped variants.]]&lt;br /&gt;
[[File:KF2-S12 (1).jpg|600px|thumb|none|P.C. Briar with his Saiga thing.]]&lt;br /&gt;
[[File:KF2-S12 (2).jpg|600px|thumb|none|One of the inspect/idle animations has him playing around with the battery on the discharge capacitor (I think?).]]&lt;br /&gt;
[[File:KF2-S12 (3).jpg|600px|thumb|none|Holding it out to get a look at the left side.]]&lt;br /&gt;
[[File:KF2-S12 (4).jpg|600px|thumb|none|And now the right side, note the absence of a standard AK style charging handle.]]&lt;br /&gt;
[[File:KF2-S12 (5).jpg|600px|thumb|none|It has some really barebones, pistol style sights. At least it doesn't matter too much, as far as shotguns are concerned.]]&lt;br /&gt;
[[File:KF2-S12 (6).jpg|600px|thumb|none|Reloading the S-12. Has a very unusually small 12 gauge shell inside the magazine. Wouldn't be the [[Battlefield:_Bad_Company#Saiga_12K|first]] [[Battlefield:_Bad_Company_2#Izhmash_Saiga_12K|time]] this happened.]]&lt;br /&gt;
[[File:KF2-S12 (7).jpg|600px|thumb|none|Inserting the new mag.]]&lt;br /&gt;
[[File:KF2-S12 (8).jpg|600px|thumb|none|After discharging a shockwave, Briar ejects the battery. ]]&lt;br /&gt;
[[File:KF2-S12 (9).jpg|600px|thumb|none|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 ==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Gun's sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragon's Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.]]&lt;br /&gt;
&lt;br /&gt;
== Standard Manufacturing DP-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears in game as the slightly modified 'HZ-12 Multi-Action' shotgun in the Support's arsenal. Introduced in the 2017 Summer Sideshow update, it is an alternate Tier 2 weapon, alongside the Double-barrel Boomstick, costing £750. The primary difference from the real weapon, like the version of the KSG-12 added to the first game, is the replacement of the twin 7+1 tube magazines with a single 16-round detachable box magazine, with two separate stacks for feeding the inline barrels. This means that all rounds are resupplied in one action to make reloading from empty faster, but also means that quicker top-ups after only a few shells are impossible, unlike its real-life counterpart.&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|500px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[Image:KF2-HZ12-1.jpg|thumb|600px|none|Profile view of the HZ12 Multi Action.]]&lt;br /&gt;
[[Image:KF2-HZ12-2.jpg|thumb|600px|none|Performing a mag check, clearly showing the two stacks for feeding the two separate barrels. This weapon, and its real-life counterpart's method of feeding two barrels from two mags, is at odds with the design of other bullpup shotguns, such as the [[Kel-Tec KSG]] and [[UTAS UTS-15]], which feed from two mag tubes into a single barrel.]]&lt;br /&gt;
[[Image:KF2-HZ12-3.jpg|thumb|600px|none|Lt. Masterson performing a brass check, showing the Horzine-branded shells loaded.]]&lt;br /&gt;
[[Image:KF2-HZ12-ADS.jpg|thumb|600px|none|Aiming down the weapon's sights. Note that the sights are misaligned, an error which was fixed in a later update.]]&lt;br /&gt;
[[Image:KF2-HZ12-Firing.jpg|thumb|600px|none|The gun in mid-recoil. The HZ12 fires 10 pellets per shot, making it one of the more powerful shotguns. However, it has a wider spread, making it less effective at range.]]&lt;br /&gt;
[[Image:KF2-HZ12-Pump.jpg|thumb|600px|none|Correct to the real steel's mode of operation, the user only re-chambers two fresh shells after two are expended. However, someone on the dev team apparently didn't tell the effects guy that the weapon used a new shell texture, instead reusing the red shells of the M4 and AA12.]]&lt;br /&gt;
[[Image:KF2-HZ12-Reload.jpg|thumb|600px|none|Lt. Masterson reloads his weapon during a break in combat.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1894]] is a returning rifle from the original ''Killing Floor''. Designed for the Sharpshooter and first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff as part of the &amp;quot;Revenge of the Zeds&amp;quot; update on April 7 2016. It shares similar characteristics to the version from the original game, though its power has been reduced somewhat, its magazine capacity has been increased to 12 rounds, and it utilizes a standard rear sight rather than the rear tang peep sight it originally had (though its image in the Trader's menu still shows it with that peep sight).&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The render for the Winchester 1894.]]&lt;br /&gt;
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.]] &lt;br /&gt;
[[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] &lt;br /&gt;
[[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] &lt;br /&gt;
[[File:KF2 M1894 reloading1.jpg|thumb|600px|none|Reloading. About to insert a round in the chamber...]] &lt;br /&gt;
[[File:KF2 M1894 reloading2.jpg|thumb|600px|none|...and then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 464 SPX Centerfire==&lt;br /&gt;
A Mossberg 464 SPX Centerfire with a red-dot sight was introduced in the 2017 Summer Sideshow event, being an alternate Tier-2 weapon for the Sharpshooter, alongside the existing Crossbow.&lt;br /&gt;
[[File:Mossberg464spx.jpg|thumb|none|500px|Mossberg Model 464 SPX - .30-30 WCF]]&lt;br /&gt;
[[File:KF2-SPX464-1.jpg|thumb|600px|none|Profile view of the SPX 464.]]&lt;br /&gt;
[[File:KF2-SPX464-2.jpg|thumb|600px|none|Briar performs a brass check. Unfortunately, the extractor appears to have failed on him.]]&lt;br /&gt;
[[File:KF2-SPX464-3.jpg|thumb|600px|none|&amp;quot;Oh well, even if it is broken, it'll make a nice piece on the wall.&amp;quot; Briar sighs as he examines his broken weapon from the left...]]&lt;br /&gt;
[[File:KF2-SPX464-4.jpg|thumb|600px|none|...and then the right.]]&lt;br /&gt;
[[File:KF2-SPX464-5.jpg|thumb|600px|none|Briar racks the action open again just to check he wasn't going crazy in his old age. He wasn't. Sadly.]]&lt;br /&gt;
[[File:KF2-SPX464-ADS.jpg|thumb|600px|none|Aiming through the red-dot sight. If lever-action purists didn't already vomit at the sight of this modernised interpretation of a classic, then the use of an optic on it will seal the deal.]]&lt;br /&gt;
[[File:KF2-SPX464-AimingFire.jpg|thumb|600px|none|It's now or never, though. Briar takes aim, fires, and cycles. Luckily, game mechanics kicked in and the extractor is working again.]]&lt;br /&gt;
[[File:KF2-SPX464-Fire.jpg|thumb|600px|none|Overjoyed, Briar takes a few unaimed shots at the colourful Sideshow horde in celebration that he is not doomed.]]&lt;br /&gt;
[[File:KF2-SPX464-Reload1.jpg|thumb|600px|none|After running dry, Briar opens the action and prepares to load a round directly into the chamber.]]&lt;br /&gt;
[[File:KF2-SPX464-Reload2.jpg|thumb|600px|none|After that, he tops-up the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
Added in the &amp;quot;Yuletide Horror&amp;quot; update as a paid DLC weapon, the [[Mosin-Nagant M91/30]] is an available rifle for the Sharpshooter, with its main distinction (aside from being the game's only normal repeating turnbolt-action) being increased melee damage, courtesy of its permanently-attached spike bayonet.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|500px|Mosin-Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:KF2 Mosin Render.jpg|thumb|none|600px|An official promo render of the Mosin, showing off the bayonet. And the rather well-polished finish.]]&lt;br /&gt;
[[File:KF2 Mosin (1).jpg|thumb|none|600px|As with the Barrett M99, the user turns down the bolt fully when drawing the Mosin-Nagant.]]&lt;br /&gt;
[[File:KF2 Mosin (2).jpg|thumb|none|600px|Rev. Alberts with the Mosin rifle.]]&lt;br /&gt;
[[File:KF2 Mosin (3).jpg|thumb|none|600px|Sighting in the 91/30.]]&lt;br /&gt;
[[File:KF2 Mosin (4).jpg|thumb|none|600px|Cycling the bolt in Zed time.]]&lt;br /&gt;
[[File:KF2 Mosin (5).jpg|thumb|none|600px|Reloads are always done with full stripper clips, although only the correct number of cartridges are loaded in when not-empty.]]&lt;br /&gt;
[[File:KF2 Mosin (6).jpg|thumb|none|600px|The Reverend then removes and flicks aside the clip. With the speed reload, it is quickly shoved out.]]&lt;br /&gt;
[[File:KF2 Mosin (7).jpg|thumb|none|600px|Chamber-checking the Mosin.]]&lt;br /&gt;
[[File:KF2 Mosin (8).jpg|thumb|none|600px|Giving a porcine clot the appropriate pig-sticking with the bayonet.]]&lt;br /&gt;
[[File:KF2 Mosin (9).jpg|thumb|none|600px|Here, Strasser shows the speed reload, where the stripper clip is grabbed first and then the action is opened.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[L85A2]] is the second weapon for the Сommando Perk. It replaces the [[L22A2]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines. Interestingly, it has the knob-shaped charging handle of the [[L85A1]] instead of the comma shaped A2 style charging handle. It doesn't appear to be an actual A1 however, as it has the magazine-release fencing of the A2.&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO. Note the shape of the charging handle in comparison to the A2.]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A2 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away. Here the mag-release fencing is obvious.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A2 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Inserting a new mag. The bolt is not properly depicted as looking back.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|500px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz soldier.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike many games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[File:KF2 AK12 reloading1.jpg|thumb|600px|none|The basic reload animation of the AK-12 shows the player character kicking out the dry magazine with the new one.]] &lt;br /&gt;
[[File:KF2 AK12 reloading2.jpg|thumb|600px|none|With the &amp;quot;Tactical reload&amp;quot; perk however, the character knocks out the magazine with his or her thumb and ''then'' proceeds to grab a fresh mag. ]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game, originally dual-wielded by Doctor Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As of the October 2018 &amp;quot;Halloween Horrors: Monster Masquerade Update,&amp;quot; the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance. &lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[File:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[File:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
[[File:KF2_MKb_Render.jpg|thumb|none|600px|An officially-released render of the MKb.]]&lt;br /&gt;
[[File:KF2 MKb42 (1).jpg|thumb|none|600px|Strasser holds his hard-earned and trusty MKb 42(H) near the starting area of the Halloween map.]]&lt;br /&gt;
[[File:KF2 MKb42 (2).jpg|thumb|none|600px|A look down the iron sights.]]&lt;br /&gt;
[[File:KF2 MKb42 (3).jpg|thumb|none|600px|Mid-reloading the MKb 42; pressing the invisible magazine release.]]&lt;br /&gt;
[[File:KF2 MKb42 (4).jpg|thumb|none|600px|The normal empty reload is performed in an HK-like manner.]]&lt;br /&gt;
[[File:KF2 MKb42 (5).jpg|thumb|none|600px|Inserting a fresh 8mm Kurz magazine.]]&lt;br /&gt;
[[File:KF2 MKb42 (6).jpg|thumb|none|600px|Palming the charging handle and bolt forward.]]&lt;br /&gt;
[[File:KF2 MKb42 (7).jpg|thumb|none|600px|The fast tactical reload, which shows off the rendered cartridges in the mags.]]&lt;br /&gt;
[[File:KF2 MKb42 (8).jpg|thumb|none|600px|Pulling the charging handle in a more generic way at the end of a fast empty reload.]]&lt;br /&gt;
[[File:KF2 MKb42 (9).jpg|thumb|none|600px|Looking down the right side of the Haenel MKb.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer SIG556R ==&lt;br /&gt;
The &amp;quot;Halloween Horrors: Monster Masquerade Update&amp;quot; of October 2018 added, among other things, the &amp;quot;HMTech 501 Grenade Rifle&amp;quot;. Unlike the Medic's other HMTech 01-series weapons (which are all the same fictional pistol in increasingly massive carbine stocks, apart from the pistol itself), the 501 appears to be a heavily-modified [[SIG-Sauer SIG556|SIG-Sauer SIG556R]], fitted with an underslung [[FN EGLM]]. This is another critical difference from the Medic's other weapons: unlike the rest, which have a secondary option to fire ally-healing darts, the 501 can instead fire (apparently caseless) grenades; these work the same way as the Medic's hand grenades, releasing gas that harms enemies and heals allies. It is fitted with the same red-dot sight as the other HMTech weapons, complete with ammo counter; other notable features include a thumbhole stock, a 30-round magazine that resembles a shrunken, stretched-out 7.62x39mm [[AK]] magazine, and a reciprocating, left-side-mounted charging handle. Interestingly, when the rifle portion is reloaded, the grenade launcher's barrel slides forward and the body drops down, returning to place when the new magazine is inserted; on an empty reload, the charging handle also locks itself back until a new magazine is inserted. The EGLM is reloaded much the same way as the [[M203]] below.&lt;br /&gt;
[[File:SIG SG 556R.jpg|thumb|none|450px|SIG-Sauer SIG556R - 7.62x39mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[File:KF2 501 Render.jpg|thumb|none|600px|An officially-released render of the HMTech-501.]]&lt;br /&gt;
[[File:KF2 HM501 (1).jpg|thumb|none|600px|The HMTech-501 ingame.]]&lt;br /&gt;
[[File:KF2 HM501 (2).jpg|thumb|none|600px|Aiming down the generic reflex sight model used all the medic's weapons.]]&lt;br /&gt;
[[File:KF2 HM501 (3).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:KF2 HM501 (4).jpg|thumb|none|600px|Reloading the 501.]]&lt;br /&gt;
[[File:KF2 HM501 (5).jpg|thumb|none|600px|Reloading a healing grenade into the EGLM.]]&lt;br /&gt;
[[File:KF2 HM501 (6).jpg|thumb|none|600px|Playing around with the grenade launcher's handguard.]]&lt;br /&gt;
[[File:KF2 HM501 (7).jpg|thumb|none|600px|Looking at the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[G36C]] is available exclusively to the SWAT perk as a paid DLC weapon added in September 2022. It is the only assault rifle in the SWAT's arsenal, as well as the only one that has maximum penetration stats, making it the most ideal weapon to deal with armored zeds, such as rioters. It comes with a suppressor, as seen on most SWAT weapons. It also features a laser sight, like the M14 EBR. However, the weapon itself was criticized among the community for its horrid animations, and seemingly low quality model and texture work; especially when compared to the rest of the weapons with quality animations available in the game.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|H&amp;amp;K G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2-G36C (1).jpg|600px|thumb|none|The G36C in all its unfortunate low quality inglory. Despite this, it actually is one of the best weapons available.]]&lt;br /&gt;
[[File:KF2-G36C (2).jpg|600px|thumb|none|Looking down one of the many (and low quality) Ultradot Pan AV red dot clones.]]&lt;br /&gt;
[[File:KF2-G36C (3).jpg|600px|thumb|none|&amp;quot;Because you suck, and we hate you.&amp;quot; - Love, H&amp;amp;K Marketing Department]]&lt;br /&gt;
[[File:KF2-G36C (4).jpg|600px|thumb|none|Stiffly, and awkardly checking the chamber for brass. Any further, and the round's probably going to eject.]]&lt;br /&gt;
[[File:KF2-G36C (5).jpg|600px|thumb|none|Awkwardly performing an ersatz &amp;quot;Spetsnaz&amp;quot; reload. This is just an eye sore, if I'm honest.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] incorrectly utilizing thirty-round STANAGs (as seen only on the G2 variant) under the name of &amp;quot;FAMAS Masterkey&amp;quot;. As the name implies, it is fitted with an underslung magazine fed shotgun. It was added in 2021 also as a paid DLC weapon, the shotgun is incorrectly referred to as an &amp;quot;M26&amp;quot; in the weapon's description when viewed in the trader pod. This time around it is a cross perk weapon between the Commando and Support perks. The shotgun itself is based on a Remington 870 TAC 14 DM with some design liberties taken with it   &lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:Kf2 FAMASMasterkey render.jpg|600px|thumb|none|Official render of the &amp;quot;FAMAS Masterkey&amp;quot;. ]]&lt;br /&gt;
[[File:KF2-FAMAS (1).jpg|600px|thumb|none|Masterson out in the cold with his decked out Clarion. ]]&lt;br /&gt;
[[File:KF2-FAMAS (2).jpg|600px|thumb|none|Like the G36C, this weapon used to be victim of horrid animations, but it was fortunately redone, slightly. Still doesn't make it any less awkward though, as seen with this brass check here.]]&lt;br /&gt;
[[File:KF2-FAMAS (3).jpg|600px|thumb|none|Masterson playing with the turret cap on his ACOG. A bit better, the original legacy animation had the sight freely moving up and down the rail.]]&lt;br /&gt;
[[File:KF2-FAMAS (4).jpg|600px|thumb|none|Side view of the combo. Interesting design choice, it's unknown why they did not have a proper M26 MASS model intended for it.]]&lt;br /&gt;
[[File:KF2-FAMAS (5).jpg|600px|thumb|none|Aim down the ACOG, effectively recycled from the M14 EBR and the FAL. The more the merrier, you know.]]&lt;br /&gt;
[[File:KF2-FAMAS (6).jpg|600px|thumb|none|Doing a standard reload on the FAMAS. Nothing too special.]]&lt;br /&gt;
[[File:KF2-FAMAS (7).jpg|600px|thumb|none|Giving the STANAG a good bump to make sure it's fully seated.]]&lt;br /&gt;
[[File:KF2-FAMAS (8).jpg|600px|thumb|none|Dropping the empty magazine.]]&lt;br /&gt;
[[File:KF2-FAMAS (9).jpg|600px|thumb|none|Charging the weapon, though it doesn't look like he's even making contact with it.]]&lt;br /&gt;
[[File:KF2-FAMAS (10).jpg|600px|thumb|none|Finishing up with the contactless charge.]]&lt;br /&gt;
[[File:KF2-FAMAS (11).jpg|600px|thumb|none|Firing the underslung Remington 870.]]&lt;br /&gt;
[[File:KF2-FAMAS (12).jpg|600px|thumb|none|Working the action, no different than any other pump action shotgun.]]&lt;br /&gt;
[[File:KF2-FAMAS (13).jpg|600px|thumb|none|Dropping the 12g box magazine.]]&lt;br /&gt;
[[File:KF2-FAMAS (14).jpg|600px|thumb|none|Inserting a fresh box of lead shot, maybe even steel shot? It's a mystery special.]]&lt;br /&gt;
[[File:KF2-FAMAS (15).jpg|600px|thumb|none|Performing an empty reload.]]&lt;br /&gt;
[[File:KF2-FAMAS (16).jpg|600px|thumb|none|Pushing the action forward, chambering the new shell.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] fitted with an [[M203 grenade launcher]] was added in the &amp;quot;Tactical Response&amp;quot; update for the &amp;quot;Demolitionist&amp;quot; class. It is set up similarly to the Demolitionist version of the M4A1 from the first game, using the same MATech flip-up BUIS and Magpul MIAD pistol grip.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his [[Scarface_(1983)#Colt_AR-15_with_Fake_M203_grenade_launcher_.28a.k.a._.22My_Little_Friend.22.29|little friend]] to HELL!]] &lt;br /&gt;
[[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. The rear sight is a MATech flip peep sight.]] &lt;br /&gt;
[[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] &lt;br /&gt;
[[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] &lt;br /&gt;
[[File:KF2 M16 reloading2.jpg|thumb|600px|none|Pulling the charging handle in a very awkward way to chamber a new round. The reload animation for this rifle is reused from the &amp;quot;Varmint rifle&amp;quot;.]] &lt;br /&gt;
[[File:KF2 M16 reloading GL.jpg|thumb|600px|none|Reloading the M203. Despite using the same 40mm grenades, the M203 has a noticeably lower AoE than the M79. Note the star on the magwell with &amp;quot;BLACK STAR&amp;quot; written next to it.]]&lt;br /&gt;
[[File:KF2 M16 misc2.jpg|thumb|600px|none|Unequpping the weapon shows of the Magpul MIAD grip. While difficult to make out, the markings on the receiver read &amp;quot;BLACK STAR WEAPONS DIVISON&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles &amp;amp; Sniper Rifles=&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Yet another weapon returning from the first game, the [[Barrett M99]] was introduced with &amp;quot;The Summer Sideshow: Treacherous Skies&amp;quot; update in June 2018. When equipping the Barrett, the player character sets the bolt handle fully down; when putting it away, the character quickly unlocks and disengages the bolt handle, possibly as an added safety measure or just to look flashy.&lt;br /&gt;
[[File:Barrett m99-1.jpg|thumb|none|500px|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF2 M99 (1).jpg|thumb|none|601px|Donovan catches a lull in the action, M99 in hand.]]&lt;br /&gt;
[[File:KF2 M99 (2).jpg|thumb|none|601px|Sighting in a steampunk zed with the scope.]]&lt;br /&gt;
[[File:KF2 M99 (3).jpg|thumb|none|600px|Reloading the single-shot rifle with another .50 BMG cartridge.]]&lt;br /&gt;
[[File:KF2 M99 (4).jpg|thumb|none|600px|Pushing the bolt home.]]&lt;br /&gt;
[[File:KF2 M99 (5).jpg|thumb|none|600px|Idle animation of the Barrett; checking the chamber.]]&lt;br /&gt;
[[File:KF2 M99 (6).jpg|thumb|none|600px|In another animation, Scully twirls another fifty-caliber round around his fingers.]]&lt;br /&gt;
[[File:KF2 M99 (7).jpg|thumb|none|600px|Speed-reloading of the M99 with a fresh round in hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL ==&lt;br /&gt;
The [[FN FAL]] also makes a return from the first game in the 2018 &amp;quot;Halloween Horrors: Monster Masquerade Update.&amp;quot; It retains the ACOG scope, and compared to the Mark 14 EBR, it has select fire functionality and starts with one more extra mag's worth of ammo at the expense of having slightly less damage and the full-auto recoil is severe.&lt;br /&gt;
[[Image:DSA SA58 with 18'' barrel.jpg|none|thumb|500px|DSA SA58 FAL with 18&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2 FAL Render.jpg|thumb|none|600px|An officially-released render of the FAL.]]&lt;br /&gt;
[[File:KF2 FAL (1).jpg|thumb|none|600px|The FAL in-game, looking for zeddies to slot. Note that it has black furniture now as opposed to the wooden parts in the first installment.]]&lt;br /&gt;
[[File:KF2 FAL (2).jpg|thumb|none|600px|Aiming down the ACOG scope, basically the same as the Mk 14's.]]&lt;br /&gt;
[[File:KF2 FAL (3).jpg|thumb|none|600px|Checking one of the twenty-round magazines while watching DJ Count Volter.]]&lt;br /&gt;
[[File:KF2 FAL (4).jpg|thumb|none|600px|The tactical mid-reload.]]&lt;br /&gt;
[[File:KF2 FAL (5) mwstore strikes back again.jpg|thumb|none|600px|Offering some zeds an empty FAL mag.]]&lt;br /&gt;
[[File:KF2 FAL (6).jpg|thumb|none|600px|Jamming in a new one.]]&lt;br /&gt;
[[File:KF2 FAL (7).jpg|thumb|none|600px|Pulling the charging handle; this is also one of the idle animations.]]&lt;br /&gt;
[[File:KF2 FAL (8).jpg|thumb|none|600px|Right side of the right arm of the uninfected world.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A pre-release screenshot of the SCAR-H.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Brass checking the SCAR. Note that the magazine release button is just a flat texture.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 SCAR misc3.jpg|thumb|600px|none|A SCAR-H being 3D printed at the dosh sink.]]&lt;br /&gt;
[[File:KF2 SCAR portrait.jpg|thumb|none|600px|A painting found on the second-to-last stage of &amp;quot;Nightmare&amp;quot; shows two soldiers armed with SCAR-Hs, one with a clown face imposed over his head.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 EBR ==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army &amp;quot;M14 EBR&amp;quot; like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) and permanently powered on rather than acting as a toggle function to force a laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG is attached above the action.&lt;br /&gt;
[[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the above there is no laser aiming module present here, it apparently being a last-minute addition to the model.]]&lt;br /&gt;
[[file:KF2-M14EBR.jpg|thumb|600px|none|Idle with the Mk 14 Mod 0, showing the always-active laser.]]&lt;br /&gt;
[[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green &amp;quot;dot &amp;amp; horseshoe&amp;quot; reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]]&lt;br /&gt;
[[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] &lt;br /&gt;
[[File:KF2 Mk14 imfdbstopbeingdumb.jpg|thumb|600px|none|Empty-reloading without the &amp;quot;Tactical Reload&amp;quot; perk. Beginning with very violently throwing away the dry mag, causing it to spin all over the place.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading2.jpg|thumb|600px|none|Then not so violently rocking in a fresh mag.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading3.jpg|thumb|600px|none|Chambering a new round. Like in many games, the bolt is not depicted as locking back.]]&lt;br /&gt;
[[file:KF2 Mk14 (1).jpg|thumb|none|600px|The speed-reload skill gives the EBR a full reload much like the AS VAL in [[Battlefield 4]].]]&lt;br /&gt;
[[file:KF2 Mk14 (2).jpg|thumb|none|600px|Note the just knocked out, empty magazine.]]&lt;br /&gt;
[[file:KF2 Mk14 (3).jpg|thumb|none|600px|Withdrawing the Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
Another weapon brought over from the first game, the [[Milkor MGL]] was made available to the Demolitions perk with the &amp;quot;Twisted Christmas: Season's Beatings&amp;quot; update, under the &amp;quot;M32 MGL&amp;quot; designation. It appears to mount a Meprolight M21 reflex sight.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF2 M32 MGL (1).jpg|thumb|none|600px|The Milkor MGL inside of Santa's workshop.]]&lt;br /&gt;
[[File:KF2 M32 MGL (2).jpg|thumb|none|600px|About to deal with a couple of &amp;quot;naughties&amp;quot; by sending them some 40mm presents with aid of the reflex sight.]]&lt;br /&gt;
[[File:KF2 M32 MGL (3).jpg|thumb|none|600px|Twisting the cylinder in one of the idle animations.]]&lt;br /&gt;
[[File:KF2 M32 MGL (4).jpg|thumb|none|600px|Reloading the MGL. Spent rounds are dumped offscreen.]]&lt;br /&gt;
[[File:KF2 M32 MGL (5).jpg|thumb|none|600px|Filling up the cylinders.]]&lt;br /&gt;
[[File:KF2 M32 MGL (6).jpg|thumb|none|600px|Checking the right side of the launcher.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  An optional skin, available from random loot drops, adds an orange tiger-stripe paint job, which is a homage to the Vietnam War movie ''[[Apocalypse Now]]''.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79's iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [[Apocalypse Now#M79 grenade launcher|They're close....]]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in ''Killing Floor 2'' as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics XM301 ==&lt;br /&gt;
&lt;br /&gt;
The [[XM301|General Dynamics XM301]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). It is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:XM301b.jpg|thumb|500px|none|General Dynamics XM301 - 20x102mm. This variant was developed for the RAH-66 Comanche, and never entered production.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The XM301 is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the XM301, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted XM301, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.]]&lt;br /&gt;
[[File:KF2 XM301 (1).jpg|thumb|none|600px|The stubby XM301 on display on one stage of the &amp;quot;Biolapse&amp;quot; level.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
The [[Stoner 63]] was added with &amp;quot;The Descent&amp;quot; update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|500px|none|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:KF2 Stoner 63.jpg|none|600px|thumb|Render of the Stoner 63 released before the update.]]&lt;br /&gt;
[[File:KF2 Stoner holdingg.jpg|thumb|600px|none|Briar sneaking through a fallout shelter on the &amp;quot;Nuked&amp;quot; map.]] &lt;br /&gt;
[[File:KF2 Stoner ironss.jpg|thumb|600px|none|Sighting up a Husk.]] &lt;br /&gt;
[[File:KF2 Stoner misc1.jpg|thumb|600px|none|Briar unleashing a shower of lead in ZED time.]] &lt;br /&gt;
[[File:KF2 Stoner reloading1.jpg|thumb|600px|none|Reloading. After pulling the charging handle (which is positioned on the bottom of the handguard) the top cover is lifted and the empty box mag pulled out.]] &lt;br /&gt;
[[File:KF2 Stoner reloading2.jpg|thumb|600px|none|Inserting a new magazine.]] &lt;br /&gt;
[[File:KF2 Stoner reloading3.jpg|thumb|600px|none|Positioning the belt.]] &lt;br /&gt;
[[File:KF2 Stoner misc2.1.jpg|thumb|600px|none|Taking a peek at the right side of the LMG, showing off the belt full of 5.56.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] appears under the name of &amp;quot;MG3 Shredder&amp;quot;, added in the Halloween 2023 &amp;quot;Hans Last Stand&amp;quot; update. Available to the Commando perk, like the Stoner 63, it's the closest one can get to playing Rambo. It deals a bit more damage but has the same magazine size as the Stoner. It has an unusual alternative mode where it has the weapon shoot excluisvely in a horizontal spread, while using up three times the ammo in the user's belt box.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Kf2-mg3render.jpg|600px|thumb|none|Official render of the MG3 Shredder. Note the slightly shortened barrel and shroud - while the latter still has six vent holes, they start immediately after the end of the receiver. The barrel shroud is also oddly widened towards the rear, and the grip panels are made of brown plastic like the earlier [[MG42]].]]&lt;br /&gt;
[[File:KF2-MG3 (1).jpg|600px|thumb|none|Holding the MG3, note the 50 round drum.]]&lt;br /&gt;
[[File:KF2-MG3 (2).jpg|600px|thumb|none|Checking out one side of the &amp;quot;Shredder&amp;quot;.]]&lt;br /&gt;
[[File:KF2-MG3 (3).jpg|600px|thumb|none|And now on to the other. ]]&lt;br /&gt;
[[File:KF2-MG3 (4).jpg|600px|thumb|none|Reloading a partially expended belt.]]&lt;br /&gt;
[[File:KF2-MG3 (5).jpg|600px|thumb|none|Attaching fresh, overloaded 50 round drum that can hold over double its original capacity.]]&lt;br /&gt;
[[File:KF2-MG3 (6).jpg|600px|thumb|none|Flicking the top cover down.]]&lt;br /&gt;
[[File:KF2-MG3 (7).jpg|600px|thumb|none|Despite the stiff animations, at least they have the rounds remaining being tracked.]]&lt;br /&gt;
[[File:KF2-MG3 (8).jpg|600px|thumb|none|Pulling the charging handle, locking the bolt to the rear.]]&lt;br /&gt;
[[File:KF2-MG3 (9).jpg|600px|thumb|none|Starting off the relatively similar reload on an empty drum: Opening the top cover.]]&lt;br /&gt;
[[File:KF2-MG3 (10).jpg|600px|thumb|none|The new drum being attached, and the belt about to be set in the feed tray.]]&lt;br /&gt;
[[File:KF2-MG3 (11).jpg|600px|thumb|none|Closing the top on the new rounds set in the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
== Hand Held M134 Minigun ==&lt;br /&gt;
The Halloween 2020 &amp;quot;Infernal Insurrection&amp;quot; update introduced a hand-held [[M134 Minigun]] for the Commando class. It feeds from attached belt boxes that contain 90 rounds of ammunition and fires at 1200 RPM, tame by the standards for a rotary gun but still a very capable zed-shredder nonetheless. It also cannot be aimed; using the aim function slightly zooms in and winds up the barrels. &lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2 M134 (1).jpg|thumb|none|600px|Mr. Foster wields a fist of iron on the Hellmark Station map. The first person posture is rather awkward; in third person, the minigun is actually shown wielded in a left-handed posture. Here it appears Foster is either chicken-winging his right arm up or his eyeballs have relocated to his chest.]]&lt;br /&gt;
[[File:KF2 M134 (2).jpg|thumb|none|600px|Inspecting the M134. The barrel cluster spins dramatically; in reality this would let out a burst of fire.]]&lt;br /&gt;
[[File:KF2 M134 (3).jpg|thumb|none|600px|Blasting zeds in classic &amp;quot;Ol' Painless&amp;quot; style.]]&lt;br /&gt;
[[File:KF2 M134 (4).jpg|thumb|none|600px|Reloading the Minigun's belt box drum.]]&lt;br /&gt;
[[File:KF2 M134 (5).jpg|thumb|none|600px|Thumping a crawler zed that has apparently dressed up as Petey Priranha.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== M112 C4 Demolition Pack ==&lt;br /&gt;
C4 explosives are the second-tier primary weapon available to the Demolitionist perk.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
&lt;br /&gt;
== M67 Fragmentation Grenade ==&lt;br /&gt;
Listed as &amp;quot;HE Grenade&amp;quot;, the [[M67 hand grenade]] is the throwable of choice for the Commando and Survivalist perks.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:KF2 M67 (1).jpg|thumb|none|600px|Throwing an M67 in Zed Time, note that the safety lever is still on.]]&lt;br /&gt;
&lt;br /&gt;
== M84 Flashbang Grenade ==&lt;br /&gt;
The SWAT perk utilizes the [[M84 stun grenade]], which will stun Zeds and blow up lower-tier clots that stand too close to its detonation. &lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:KF2 M84flashbang.jpg|thumb|none|600px|Bouncing a Flashbang off a wooden post.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Fragmentation Grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is used by the Support perk. Unlike the M67 &amp;quot;HE&amp;quot; grenades, the &amp;quot;Frag Grenade&amp;quot; throws a shower of shrapnel that will tear through Zeds.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; fragmentation hand grenade]]&lt;br /&gt;
[[File:KF2 Mk2 (1).jpg|thumb|none|600px|Tossing a Mark 2 grenade at some clots.]]&lt;br /&gt;
[[File:KF2 Mk2 (2).jpg|thumb|none|600px|Scully makes a peace-offering to the Fleshpound.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
Doctor Hans Volter also has access to [[Model 24 Stielhandgranate]]s in his arsenal. They vary in function, from being standard high-explosive charges to being used to deploy either harmless smoke or his favorite nerve gas. He generally tosses them out in a cluster around himself to scatter players when surrounded.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate hand grenade]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== 7.5 cm Pak 40 ==&lt;br /&gt;
Downsized [[7.5 cm Pak 40]] AT guns are present on one stage of the &amp;quot;Nightmare&amp;quot; level in a very Stalingrad-like setting.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:KF2 Pak 40.jpg|thumb|none|600px|A downscaled Pak 40 on &amp;quot;Nightmare,&amp;quot; another one can be seen just past its muzzle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1633290</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1633290"/>
		<updated>2023-12-04T01:23:15Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to ''[[Killing Floor]]''. The game is developed on a modified Unreal Engine 3.  ''Killing Floor 2'' came out on April 21st 2015 as a Steam early access game, and saw a full retail release on November 18th in 2016. A PlayStation 4 installment was released on the same day, and a port to the Xbox One was made available on August 28, 2017. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
With the exception of the fictional HX25 and Medic pistol, all handguns can be dual-wielded.&lt;br /&gt;
==Beretta 92 Hybrid==&lt;br /&gt;
The &amp;quot;9mm Pistol&amp;quot; is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as ''Red Orchestra''), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game. Also like in the first game, a second pistol will be identical to the first save for lacking a weaponlight on the underbarrel rail; despite this, randomly-spawned or dropped pistols will always have the light attached.&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[File:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[File:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discipline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first ''Killing Floor'', where the slide locked open on its own once the reload animation was triggered, it properly only locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the &amp;quot;Tactical reload&amp;quot; perk. First, an overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]]&lt;br /&gt;
[[File:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]]&lt;br /&gt;
[[File:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol. This doesn't explain how he's aiming the left-hand one, though.]]&lt;br /&gt;
[[File:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Berettas.]]&lt;br /&gt;
[[File:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[File:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with neon embellishments appears as the &amp;quot;HRG 93R Pistol&amp;quot;, it was added in the &amp;quot;Last Hans Standing&amp;quot; update in October 2023. It is an alternate choice to the Beretta 92FS in the perk selection menu. It is available to every perk, anyone playing as the SWAT class will also spawn with dual 93Rs if they have the Close Combat Training skill selected. It deals less damage than the 92FS, but it's made up for with its magazine size and burst fire. Unlike the Glock 18C intended for the Gunslinger, it is not possible to change the firing mode, even when you have just the single one equipped. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:KF2-93R (1).jpg|600px|thumb|none|Lt. Masterson with his &amp;quot;HRG 93R&amp;quot; pistol. It's different because it's got those neon lines, guys!]]&lt;br /&gt;
[[File:KF2-93R (2).jpg|600px|thumb|none|Masterson brass checking his quirky and relatable looking pistol.]]&lt;br /&gt;
[[File:KF2-93R (3).jpg|600px|thumb|none|A look down the irons. Would've been a better move if they were also illuminated.]]&lt;br /&gt;
[[File:KF2-93R (4).jpg|600px|thumb|none|Performing a standard reload on the Raffica.]]&lt;br /&gt;
[[File:KF2-93R (5).jpg|600px|thumb|none|Inserting the fresh magazine. ]]&lt;br /&gt;
[[File:KF2-93R (6).jpg|600px|thumb|none|After getting a bit carried away, the slide is now locked back. ]]&lt;br /&gt;
[[File:KF2-93R (7).jpg|600px|thumb|none|Slapping in a new mag...]]&lt;br /&gt;
[[File:KF2-93R (8).jpg|600px|thumb|none|...and followed by dropping the slide into battery.]]&lt;br /&gt;
[[File:KF2-93R (9).jpg|600px|thumb|none|Now with a double helping of 9mm FMJs. ]]&lt;br /&gt;
[[File:KF2-93R (10).jpg|600px|thumb|none|While waiting for the next horde of zeds to appear, Masterson tries to amuse himself with his dualies, all that's missing is making Mr. and Mrs. Beretta &amp;quot;kiss&amp;quot;, as previously done with [[Counter-Strike: Global Offensive|CTs and Ts alike]] from the days of old.]]&lt;br /&gt;
[[File:KF2-93R (11).jpg|600px|thumb|none|Opposite sides of each Beretta.]]&lt;br /&gt;
[[File:KF2-93R (12).jpg|600px|thumb|none|Brass checking, yep, this one's good to go.]]&lt;br /&gt;
[[File:KF2-93R (13).jpg|600px|thumb|none|And, yep! This one's also loaded, it's back to business as usual.]]&lt;br /&gt;
[[File:KF2-93R (15).jpg|600px|thumb|none|The unorthodox type of &amp;quot;aiming&amp;quot; with the dualies. Like any others, you can hit alt fire and look through the sights on the right.]]&lt;br /&gt;
[[File:KF2-93R (16).jpg|600px|thumb|none|After getting way too carried away. Masterson begins reloading his Berettas.]]&lt;br /&gt;
[[File:KF2-93R (19).jpg|600px|thumb|none|And now for the other.]]&lt;br /&gt;
[[File:KF2-93R (20).jpg|600px|thumb|none|After getting even more carried away with them, Masterson now has to worry about reloading and dropping the slide on ''two'' of these rather rare pistols.]]&lt;br /&gt;
[[File:KF2-93R (21).jpg|600px|thumb|none|Topping off the new mag in the right.]]&lt;br /&gt;
[[File:KF2-93R (24).jpg|600px|thumb|none|And bringing it home with releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update, the ability to simply zoom in like in the first ''Killing Floor'' when aiming paired handguns was added; switching between the two aiming styles for dual handguns was made the secondary-fire option for them.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, and gold assortments was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
It likely is a reference to [[Supernatural]], a show about humans hunting supernatural creatures (including the undead) and a patriarchal figure returning, as it very strongly resembles Dean Winchester's custom M1911A1.&lt;br /&gt;
[[File:NickelM1911.jpg|thumb|350px|none|M1911A1 with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:Spn1007Dean1911.jpg|thumb|350px|none|The Supernatural 1911.]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|Albert visiting the French subway.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most maps makes it hard to see the engravings most of the time anyway.]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Brass checking the 1911 with one hand.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading dual 1911s with a round in the chamber still in the left gun.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Brass checking one of the 1911s. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]] returns in ''Killing Floor 2'' with a chrome finish, this time properly titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in the &amp;quot;Return of the Patriarch&amp;quot; update as the Gunslinger's third-tier weapon. It holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the Desert Eagle in ''Killing Floor 2'' makes ring-shaped muzzle flashes, which they also make in real life.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Reloading the Eagle with a round still in the chamber prompts the character to keep the still partially filled mag.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|Reloading the two dry Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Like with the 1911, brass checking the gun like this would eject the loaded round; interestingly, the left-hand gun's slide - or, for that matter, the slide of a Desert Eagle when used on its own - isn't pulled nearly as far back.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Assured that game mechanics will make the pistol unrealistically practical for the purpose, a player attempts to take on the Patriarch with only two Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500 Bone Collector==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, known generically as the &amp;quot;500 Magnum Revolver&amp;quot; in-game and titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; in outside material. The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above.&lt;br /&gt;
&lt;br /&gt;
A modified version was added in the &amp;quot;Grim Treatments&amp;quot; update, known as the &amp;quot;HRG Buckshot&amp;quot;; as the name implies, this variant fires shotgun shells (presumably around 36 gauge), featuring a shorter barrel, and the same gray/white/blue color scheme as the other &amp;quot;HRG&amp;quot; weapons. Being a shotgun, it is used by the Support Specialist class, serving as a Tier 3 weapon. Like the standard variant, the Buckshot can be dual-wielded.&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading (although the hammer is still cocked with non-empty reloads, which would make it impossible to swing out the cylinder in reality). Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith, half Wesson. All Zedstopper (and Wristbreaker).]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
[[File:KF2 Buckshot Render.jpg|thumb|none|600px|An official promo render of the HRG Buckshot; the new barrel appears to simply be a chopped-off version of the original one, sans the lightening cut towards the front.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
As of the &amp;quot;The Descent&amp;quot; update, the &amp;quot;Flaregun&amp;quot; returns from the first ''Killing Floor'', this time called the &amp;quot;Spitfire Revolver&amp;quot;. It's still a heavily modified [[Colt 1851 Navy]] that shoots fireballs.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Yuletide Horrors&amp;quot; update added an additional variant known as the &amp;quot;HRG Winterbite&amp;quot;. Like the other HRG weapons, it features a black/gray/blue color scheme, though the main functional change is in its ammunition; rather than firing flares, the Winterbite fires miniature grenades that can freeze enemies (similarly to the Sharpshooter's Freeze Grenades).&lt;br /&gt;
[[File:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 ball]]&lt;br /&gt;
[[File:KF2 spitfire.jpg|thumb|600px|none|An officially-released render of the Spitfire Revolver. Despite being top-break in-game, it lacks any sort of visible frame hinge.]]&lt;br /&gt;
[[File:KF2 spitfire holding.jpg|thumb|600px|none|Masterson watches the sunset, Spitfire in hand.]] &lt;br /&gt;
[[File:KF2 spitfire irons.jpg|thumb|600px|none|Thinking that the sun must be running out of fire, he aims for the sky, showing off the rather small iron sights.]]&lt;br /&gt;
[[File:KF2 Winterbite Render.jpg|thumb|none|600px|An official promo render of the HRG Winterbite. Seeing as the revolver now fires the exact opposite of incendiary ammunition, it's not quite clear why it still needs a pilot light at the end of the barrel, nor why the muzzle is still thermally discolored.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
Rounding out the current list of double-barreled firearms, the [[AF2011 Dueller Prismatic|Arsenal Firearms AF2011-A1]] was introduced alongside the MAC-10 in the &amp;quot;Infinite Onslaught&amp;quot; update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911.&lt;br /&gt;
[[File:AF2011.jpg|thumb|none|400px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:KF2 AF2011 (1).jpg|thumb|none|600px|DJ Scully heads towards the action, AF2011-A1 in hand.]]&lt;br /&gt;
[[File:KF2 AF2011 (2).jpg|thumb|none|600px|He stops and examines the pistol, wondering if he should use that green resupply crate for more ammo.]]&lt;br /&gt;
[[File:KF2 AF2011 (3).jpg|thumb|none|600px|Chamber-checking the AF2011. No fancy one-handed brass check for this hunk of a pistol, unfortunately; owing to its ridiculous size, it reuses the Desert Eagle's idle animations.]]&lt;br /&gt;
[[File:KF2 AF2011 (4).jpg|thumb|none|600px|He sights in and prepares to blast a highlighted-stalker.]]&lt;br /&gt;
[[File:KF2 AF2011 (5).jpg|thumb|none|600px|Reloading the pistol with a literal fistful of 1911 mags.]]&lt;br /&gt;
[[File:KF2 AF2011 (6).jpg|thumb|none|600px|Dumping out empty magazines from the AF2011 in the heat of battle.]]&lt;br /&gt;
[[File:KF2 AF2011 (7).jpg|thumb|none|600px|Blasting a clot with four barrels of fun, note the impressive muzzle flash.]]&lt;br /&gt;
[[File:KF2 AF2011 (8).jpg|thumb|none|600px|Reloading the left pistol.]]&lt;br /&gt;
[[File:KF2 AF2011 (9).jpg|thumb|none|600px|Releasing the right-one's slide.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
Added in the &amp;quot;Grim Treatments&amp;quot; update, a [[Chiappa Rhino 60DS]] can be purchased; it serves as a Tier 3 weapon for the Gunslinger perk, and can be dual-wielded. It is known in-game simply as the &amp;quot;Rhino&amp;quot;, featuring a Walther MRS reflex sight and (of all things) explosive fragmentation rounds. It notably re-uses the [[Smith &amp;amp; Wesson Model 500|M500]]'s animations, including the visible cocking of the hammer after every shot, despite the Rhino's &amp;quot;hammer&amp;quot; actually being a cocking lever that doesn't stay back once pulled.&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[File:KF2 Rhino Render.jpg|thumb|none|600px|An official promo render of the Rhino.]]&lt;br /&gt;
[[File:KF2 Rhino (1).jpg|thumb|none|600px|The Rhino 60DS on the Biolapse level.]]&lt;br /&gt;
[[File:KF2 Rhino (2).jpg|thumb|none|600px|Aiming the Chiappa, for some reason, the reticle is centered high, despite the revolver's low bore axis.]]&lt;br /&gt;
[[File:KF2 Rhino (3).jpg|thumb|none|600px|Cocking the Rhino, note the explosive effect on the targeted zed.]]&lt;br /&gt;
[[File:KF2 Rhino (4).jpg|thumb|none|600px|Dumping out the cylinder on a reload.]]&lt;br /&gt;
[[File:KF2 Rhino (5).jpg|thumb|none|600px|Feeding the Rhino with a speed loader.]]&lt;br /&gt;
[[File:KF2 Rhino (6).jpg|thumb|none|600px|Dual-wielding Rhino 60DS revolvers. The cocking indicators are clearly visible; the Rhino is modeled with them permanently raised when using two at once.]]&lt;br /&gt;
[[File:KF2 Rhino (7).jpg|thumb|none|600px|Zooming in with the basic aim mode, which reveals both red dots.]]&lt;br /&gt;
[[File:KF2 Rhino (8).jpg|thumb|none|600px|Reloading the left Chiappa, note the added &amp;quot;TW&amp;quot; and the real trademarks.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The &amp;quot;Yuletide Horror&amp;quot; update added a 3rd-generation two-tone [[Glock 18C]] as a (purchasable) weapon for the SWAT perk; it is loaded with a 33-round magazine by default, and is paired with a glass-paneled riot shield (which is broken, for some reason).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perilous Plunder&amp;quot; update introduced another paid-for, [[Dredd]]-inspired G18C variant for the Gunslinger perk that features a unique Fischer Development 917 suppressor and all black finish. It can be dual-wielded as well.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|400px|Glock 18C (3rd generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KF2 G18C Render.jpg|thumb|none|600px|An official promo render of the Glock; note the stainless slide and the &amp;quot;Slock&amp;quot; logo.]]&lt;br /&gt;
[[File:KF2 G18C (1).jpg|thumb|none|600px|Donovan wielding the Glock 18C and body bunker combo.]]&lt;br /&gt;
[[File:KF2 G18C (2).jpg|thumb|none|600px|Aiming the machine pistol through the broken viewport. Note the three-dot sights.]]&lt;br /&gt;
[[File:KF2 G18C (3).jpg|thumb|none|600px|Reloading the 33-round magazine.]]&lt;br /&gt;
[[File:KF2 G18C (4).jpg|thumb|none|600px|Dumping an empty one out of the G18C.]]&lt;br /&gt;
[[File:KF2 G18C (5).jpg|thumb|none|600px|Thumbing the slide release. With the Tactical Reload perk, this is sped up by the player character pressing the front corner of the slide against the side of the shield to power-stroke it.]]&lt;br /&gt;
[[File:KF2 G18C (6).jpg|thumb|none|600px|Inspecting the right side of the Glock.]]&lt;br /&gt;
[[File:KF2 G18C (7).jpg|thumb|none|600px|The standalone G18C with the frame-rail mounted suppressor.]]&lt;br /&gt;
[[File:KF2 G18C (8).jpg|thumb|none|600px|This version has the standard Glock u-notch sight, although it is not aligned well.]]&lt;br /&gt;
[[File:KF2 G18C (9).jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:KF2 G18C (10).jpg|thumb|none|600px|Powerstroking the slide.]]&lt;br /&gt;
[[File:KF2G18C (11).jpg|thumb|none|600px|Inspecting the black G18C.]]&lt;br /&gt;
[[File:KF2G18C (13).jpg|thumb|none|600px|Note that the compensator cuts in the barrel would completely cancel out the suppressor's baffles. The slide is also practically being pulled off here, with the top of the chamber being visible through the keyhole.]]&lt;br /&gt;
[[File:KF2G18C (12).jpg|thumb|none|600px|Mag-checking a pair of G18s.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and tan Magpul furniture, including an AFG, MIAD grip, and CTR stock. Despite being an SMG, it is ''not'' one of the weapons buffed when using the SWAT class, and is for all intents and purposes treated as an assault rifle by the game, including a damage profile that is nearly identical to the 5.56mm L85.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading while showing off that the front sight is far too low to line up with the rear sight. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|...inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A1]], appearing as the &amp;quot;MP7 SMG&amp;quot;, returns in the &amp;quot;Tactical Response&amp;quot; update along with the &amp;quot;SWAT&amp;quot; class. Compared to its appearance in the original game, it's fitted with a suppressor and a C-More red dot sight instead of the Trijicon RX01. It also fits 40-round magazines by default, but which start out only holding 30 bullets; like with the Medic in the first game, leveling its associated perk increases the amount of bullets per magazine, with the maximum level allowing for an unrealistic doubled capacity of 60.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|400px|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]]&lt;br /&gt;
[[File:KF2 MP7 irons.jpg|thumb|600px|none|Sighting up a zed with the C-more sight.]] &lt;br /&gt;
[[File:KF2 MP7 tac reloading.jpg|thumb|600px|none|Performing a mid-mag reload as a siren approaches.]] &lt;br /&gt;
[[File:KF2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag.]] &lt;br /&gt;
[[File:KF2 MP7 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:KF2 MP7 reloading3.jpg|thumb|600px|none|Pulling the charging handle. With the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release will be used instead.]]&lt;br /&gt;
[[File:KF2 MP7world.jpg|thumb|none|600px|Interestingly, the world model of the MP7 shows it equipped with a flashlight; it is not present in the first person model.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] was added in the &amp;quot;Tactical Response&amp;quot; update. It appears as the &amp;quot;MP5RAS SMG&amp;quot;. It has an incorrect 40 round capacity despite its 30-round magazine (presumably as part of an effort to make it a proper upgrade over the starting MP7). It can fire in either full-auto or three-round bursts.  &lt;br /&gt;
[[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]]&lt;br /&gt;
[[file:Kf2-mp5smg.jpg|thumb|600px|none|Holding the MP5RAS.]]&lt;br /&gt;
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]] &lt;br /&gt;
[[File:KF2 MP5 misc2.jpg|thumb|600px|none|The model was retextured in a patch to include the 3-round burst setting.]] &lt;br /&gt;
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]] &lt;br /&gt;
[[File:KF2 MP5 reloading3.jpg|thumb|600px|none|Just a few frames away from the HK-slap.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch UMP45 ==&lt;br /&gt;
Introduced with the &amp;quot;Krampus Christmas&amp;quot; event (Update 1059 on PC), the [[Heckler &amp;amp; Koch UMP]] is another SMG available to the SWAT perk. As with the MP5, it can fire in either three-round burst or full auto, and holds 30 rounds in its box magazine. It is also outfitted with an EOtech holographic sight and folding foregrip.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:KF2 UMP (1).jpg|thumb|none|600px|Wishing for a winter coat, Donovan will have to rely on his H&amp;amp;K UMP to keep him warm instead.]]&lt;br /&gt;
[[File:KF2 UMP (2).jpg|thumb|none|600px|Aiming through the holo sight. In Zed-time, both it and the rear sight shake around quite a bit while firing.]]&lt;br /&gt;
[[File:KF2 UMP (3).jpg|thumb|none|600px|Chamber-checking the UMP.]]&lt;br /&gt;
[[File:KF2 UMP (4).jpg|thumb|none|600px|Mid-magazine reload; note the new mag is clipping with the side rail.]]&lt;br /&gt;
[[File:KF2 UMP (5).jpg|thumb|none|600px|Loading the fresh magazine.]]&lt;br /&gt;
[[File:KF2 UMP (6).jpg|thumb|none|600px|Locking the bolt back inside the Krampus's nasty lair.]]&lt;br /&gt;
[[File:KF2 UMP (7).jpg|thumb|none|600px|Tossing out the spent mag.]]&lt;br /&gt;
[[File:KF2 UMP (8).jpg|thumb|none|600px|In with the new one.]]&lt;br /&gt;
[[File:KF2 UMP (9).jpg|thumb|none|600px|HK-slapping the bolt home, just like on the MP5RAS.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 TR ==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;P90 SMG&amp;quot;. It was added in the &amp;quot;Tactical Response&amp;quot; update. It is fitted with a Trijicon RX30 reflex sight.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg |thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:KF2 P90 holding.jpg|thumb|600px|none|Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.]]&lt;br /&gt;
[[File:KF2 P90 irons.jpg|thumb|600px|none|The RX30's reticle.]] &lt;br /&gt;
[[File:KF2 P90 misc1.jpg|thumb|600px|none|Performing a brass check, note the 5.7x28mm round.]] &lt;br /&gt;
[[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] &lt;br /&gt;
[[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the &amp;quot;Tactical Reload&amp;quot; variant, which for this weapon isn't much different from the normal one, just faster and with slightly different motions.]]&lt;br /&gt;
&lt;br /&gt;
== KRISS Vector ==&lt;br /&gt;
Along with the &amp;quot;Tactical Response&amp;quot; update, the [[TDI Vector|KRISS USA Vector]] was added into the game. It appears as the &amp;quot;KRISS SMG&amp;quot;, and is the Tier 4 weapon for the SWAT perk. It is fitted with a Sightmark Sure Shot or similar model reflex sight.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]]&lt;br /&gt;
[[File:KF2 Vector irons.jpg|thumb|600px|none|The sight picture of the red dot.]] &lt;br /&gt;
[[File:KF2 Vector misc1.jpg|thumb|600px|none|Performing a brass check, showing off the bolt.]] &lt;br /&gt;
[[File:KF2 Vector misc2.jpg|thumb|600px|none|The brass check animation was updated to be more of a brass check and less of a pull-the-charging-handle-in-a-weird-way.]] &lt;br /&gt;
[[File:KF2 Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF2 Vector reloading2.jpg|thumb|600px|none|Mashing in a new Glock 21 magazine.]]&lt;br /&gt;
[[File:KF2 Vector reloading3.jpg|thumb|600px|none|Pulling the charging handle. Similarly to the MP7, with the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release is utilized.]]&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
Another fan favorite from the original game, the [[MAC-10]] (referred to as &amp;quot;Mac-10&amp;quot; ingame) is available to the Firebug and SWAT perks since the &amp;quot;Infinite Onslaught&amp;quot; update. It still features a suppressor and fires incendiary rounds, regardless of whatever perk is being used. Both semi-auto and full-auto fire modes are available. &lt;br /&gt;
[[File:Ingram-mac10 new.jpg|thumb|none|400px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF2 MAC-10 (1).jpg|thumb|none|600px|D.A.R. draws his &amp;quot;MAC-10 nine-millimeter,&amp;quot; which doesn't have quite the same ring as [[Terminator,_The#IMI_Uzi|Arnold's famous Uzi line]]. Whenever drawn, the player character fully folds the buttplate over the receiver, apparently it hangs loose whenever holstered. Actually bothering to use it would probably be a bit wiser.]]&lt;br /&gt;
[[File:KF2 MAC-10 (2).jpg|thumb|none|600px|Blasting the horde with suppressed, incendiary rounds from the M10.]]&lt;br /&gt;
[[File:KF2 MAC-10 (3).jpg|thumb|none|600px|Aiming the MAC.]]&lt;br /&gt;
[[File:KF2 MAC-10 (4).jpg|thumb|none|600px|D.A.R. locks the bolt back on an empty reload...]]&lt;br /&gt;
[[File:KF2 MAC-10 (5).jpg|thumb|none|600px|...throws out the empty magazine...]]&lt;br /&gt;
[[File:KF2 MAC-10 (6).jpg|thumb|none|600px|...and inserts a new one.]]&lt;br /&gt;
[[File:KF2 MAC-10 (7).jpg|thumb|none|600px|As with other weapons in the game, bugs sometimes show the bolt incorrectly closed.]]&lt;br /&gt;
[[File:KF2 MAC-10 (8).jpg|thumb|none|600px|Pulling the charging handle on the speed-reload; this happens last instead of first as done in the normal animation.]]&lt;br /&gt;
&lt;br /&gt;
== M1928 Thompson ==&lt;br /&gt;
Brought back with the &amp;quot;Twisted Christmas: Seasons Beatings&amp;quot; update for December 2018, the [[M1928 Thompson]] is available to the Commando and SWAT perks. It feeds from the signature 50-round drum magazines, and is capable of either semi-automatic or full-automatic fire.&lt;br /&gt;
[[Image:M1928.jpg|thumb|none|400px|M1928 &amp;quot;Tommy Gun&amp;quot; with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (1).jpg|thumb|none|600px|Holding the Tommy Gun in-game.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (2).jpg|thumb|none|600px|Looking down the sights at a deranged gingerbread man.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (3).jpg|thumb|none|600px|Checking the drum magazine reveals a lone .45 ACP round.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (4).jpg|thumb|none|600px|The charging handle is correctly pulled back first when reloading from empty.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (5).jpg|thumb|none|600px|Inserting a new drum mag, basically the same procedure as ammo checking other than the drum is taken offscreen and replaced with another.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (6).jpg|thumb|none|600px|Inspecting the other sides of the SMG show that the bolt is always locked forward though.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory, and can occasionally be found on the ground during a wave. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player with his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube.]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500.]]&lt;br /&gt;
[[File:KF2 M500 ads.jpg|thumb|none|600px|Aiming with the muzzle brake's bead sight.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity similarly to the first game, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
[[File:KF2 Benelli M4 ads.jpg|thumb|none|600px|Aiming through the micro red dot.]]&lt;br /&gt;
&lt;br /&gt;
== Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will still show the character extracting and dropping both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|DJ Scully shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[File:KF2 Boomstick ADS.jpg|thumb|none|600px|Aiming the Boomstick.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range in one of the game's beta advertisements from the first game.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Another player, having cunningly disguised his AA-12 as a tree to better blend into the streets of a burning Paris, lulls a Scrake into a false sense of security.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds. Note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first ''Killing Floor''.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. Also, occasionally the bolts of weapons will glitch out from Zed Time; in the case of the AA-12, the bolt will lock closed as it used to be.]] &lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
[[File:KF2 AA-12 ads.jpg|thumb|none|600px|Aiming reveals the front sight is a bit low, not that it really matters when using an automatic shotgun in the apocalypse.]]&lt;br /&gt;
&lt;br /&gt;
== Saiga 12 variant ==&lt;br /&gt;
A heavily stylized [[Saiga 12]] variant appears as a paid DLC weapon, under the name of &amp;quot;S-12 Shockgun&amp;quot;. Holds 10 rounds in a magazine, it has an interesting alt fire where it releases a 360 degree shockwave. Convenient for the player if they were to get swarmed. The electrical component has its own ammo supply, like the underslung M203 on the M16A4. It also must be reloaded. &lt;br /&gt;
[[File:Kalashnikov USA KHAOS.jpg|thumb|450px|none|Kalashnikov USA KHAOS - 12 gauge]]&lt;br /&gt;
[[File:Saiga12new.jpg|thumb|450px|none|Saiga-12 (IZ-109) - 12 gauge]]&lt;br /&gt;
[[File:KF2-S12Render.jpg|600px|thumb|none|Official render of the S-12. Note the fitted mag well, a side charger like on modified models, and the trigger assembly positioned like how it is with the in-line stocked/gripped variants.]]&lt;br /&gt;
[[File:KF2-S12 (1).jpg|600px|thumb|none|P.C. Briar with his Saiga thing.]]&lt;br /&gt;
[[File:KF2-S12 (2).jpg|600px|thumb|none|One of the inspect/idle animations has him playing around with the battery on the discharge capacitor (I think?).]]&lt;br /&gt;
[[File:KF2-S12 (3).jpg|600px|thumb|none|Holding it out to get a look at the left side.]]&lt;br /&gt;
[[File:KF2-S12 (4).jpg|600px|thumb|none|And now the right side, note the absense of a standard AK style charging handle.]]&lt;br /&gt;
[[File:KF2-S12 (5).jpg|600px|thumb|none|It has some really barebones, pistol style sights. At least it doesn't matter too much, as far as shotguns are concerned.]]&lt;br /&gt;
[[File:KF2-S12 (6).jpg|600px|thumb|none|Reloading the S-12. Has a very unusually small 12 gauge shell inside the magazine. Wouldn't be the [[Battlefield:_Bad_Company#Saiga_12K|first]] [[Battlefield:_Bad_Company_2#Izhmash_Saiga_12K|time]] this happened.]]&lt;br /&gt;
[[File:KF2-S12 (7).jpg|600px|thumb|none|Inserting the new mag.]]&lt;br /&gt;
[[File:KF2-S12 (8).jpg|600px|thumb|none|After discharging a shockwave, Briar ejects the battery. ]]&lt;br /&gt;
[[File:KF2-S12 (9).jpg|600px|thumb|none|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 ==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Gun's sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragon's Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.]]&lt;br /&gt;
&lt;br /&gt;
== Standard Manufacturing DP-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears in game as the slightly modified 'HZ-12 Multi-Action' shotgun in the Support's arsenal. Introduced in the 2017 Summer Sideshow update, it is an alternate Tier 2 weapon, alongside the Double-barrel Boomstick, costing £750. The primary difference from the real weapon, like the version of the KSG-12 added to the first game, is the replacement of the twin 7+1 tube magazines with a single 16-round detachable box magazine, with two separate stacks for feeding the inline barrels. This means that all rounds are resupplied in one action to make reloading from empty faster, but also means that quicker top-ups after only a few shells are impossible, unlike its real-life counterpart.&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|500px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[Image:KF2-HZ12-1.jpg|thumb|600px|none|Profile view of the HZ12 Multi Action.]]&lt;br /&gt;
[[Image:KF2-HZ12-2.jpg|thumb|600px|none|Performing a mag check, clearly showing the two stacks for feeding the two separate barrels. This weapon, and its real-life counterpart's method of feeding two barrels from two mags, is at odds with the design of other bullpup shotguns, such as the [[Kel-Tec KSG]] and [[UTAS UTS-15]], which feed from two mag tubes into a single barrel.]]&lt;br /&gt;
[[Image:KF2-HZ12-3.jpg|thumb|600px|none|Lt. Masterson performing a brass check, showing the Horzine-branded shells loaded.]]&lt;br /&gt;
[[Image:KF2-HZ12-ADS.jpg|thumb|600px|none|Aiming down the weapon's sights. Note that the sights are misaligned, an error which was fixed in a later update.]]&lt;br /&gt;
[[Image:KF2-HZ12-Firing.jpg|thumb|600px|none|The gun in mid-recoil. The HZ12 fires 10 pellets per shot, making it one of the more powerful shotguns. However, it has a wider spread, making it less effective at range.]]&lt;br /&gt;
[[Image:KF2-HZ12-Pump.jpg|thumb|600px|none|Correct to the real steel's mode of operation, the user only re-chambers two fresh shells after two are expended. However, someone on the dev team apparently didn't tell the effects guy that the weapon used a new shell texture, instead reusing the red shells of the M4 and AA12.]]&lt;br /&gt;
[[Image:KF2-HZ12-Reload.jpg|thumb|600px|none|Lt. Masterson reloads his weapon during a break in combat.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1894]] is a returning rifle from the original ''Killing Floor''. Designed for the Sharpshooter and first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff as part of the &amp;quot;Revenge of the Zeds&amp;quot; update on April 7 2016. It shares similar characteristics to the version from the original game, though its power has been reduced somewhat, its magazine capacity has been increased to 12 rounds, and it utilizes a standard rear sight rather than the rear tang peep sight it originally had (though its image in the Trader's menu still shows it with that peep sight).&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The render for the Winchester 1894.]]&lt;br /&gt;
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.]] &lt;br /&gt;
[[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] &lt;br /&gt;
[[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] &lt;br /&gt;
[[File:KF2 M1894 reloading1.jpg|thumb|600px|none|Reloading. About to insert a round in the chamber...]] &lt;br /&gt;
[[File:KF2 M1894 reloading2.jpg|thumb|600px|none|...and then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 464 SPX Centerfire==&lt;br /&gt;
A Mossberg 464 SPX Centerfire with a red-dot sight was introduced in the 2017 Summer Sideshow event, being an alternate Tier-2 weapon for the Sharpshooter, alongside the existing Crossbow.&lt;br /&gt;
[[File:Mossberg464spx.jpg|thumb|none|500px|Mossberg Model 464 SPX - .30-30 WCF]]&lt;br /&gt;
[[File:KF2-SPX464-1.jpg|thumb|600px|none|Profile view of the SPX 464.]]&lt;br /&gt;
[[File:KF2-SPX464-2.jpg|thumb|600px|none|Briar performs a brass check. Unfortunately, the extractor appears to have failed on him.]]&lt;br /&gt;
[[File:KF2-SPX464-3.jpg|thumb|600px|none|&amp;quot;Oh well, even if it is broken, it'll make a nice piece on the wall.&amp;quot; Briar sighs as he examines his broken weapon from the left...]]&lt;br /&gt;
[[File:KF2-SPX464-4.jpg|thumb|600px|none|...and then the right.]]&lt;br /&gt;
[[File:KF2-SPX464-5.jpg|thumb|600px|none|Briar racks the action open again just to check he wasn't going crazy in his old age. He wasn't. Sadly.]]&lt;br /&gt;
[[File:KF2-SPX464-ADS.jpg|thumb|600px|none|Aiming through the red-dot sight. If lever-action purists didn't already vomit at the sight of this modernised interpretation of a classic, then the use of an optic on it will seal the deal.]]&lt;br /&gt;
[[File:KF2-SPX464-AimingFire.jpg|thumb|600px|none|It's now or never, though. Briar takes aim, fires, and cycles. Luckily, game mechanics kicked in and the extractor is working again.]]&lt;br /&gt;
[[File:KF2-SPX464-Fire.jpg|thumb|600px|none|Overjoyed, Briar takes a few unaimed shots at the colourful Sideshow horde in celebration that he is not doomed.]]&lt;br /&gt;
[[File:KF2-SPX464-Reload1.jpg|thumb|600px|none|After running dry, Briar opens the action and prepares to load a round directly into the chamber.]]&lt;br /&gt;
[[File:KF2-SPX464-Reload2.jpg|thumb|600px|none|After that, he tops-up the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
Added in the &amp;quot;Yuletide Horror&amp;quot; update as a paid DLC weapon, the [[Mosin-Nagant M91/30]] is an available rifle for the Sharpshooter, with its main distinction (aside from being the game's only normal repeating turnbolt-action) being increased melee damage, courtesy of its permanently-attached spike bayonet.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|500px|Mosin-Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:KF2 Mosin Render.jpg|thumb|none|600px|An official promo render of the Mosin, showing off the bayonet. And the rather well-polished finish.]]&lt;br /&gt;
[[File:KF2 Mosin (1).jpg|thumb|none|600px|As with the Barrett M99, the user turns down the bolt fully when drawing the Mosin-Nagant.]]&lt;br /&gt;
[[File:KF2 Mosin (2).jpg|thumb|none|600px|Rev. Alberts with the Mosin rifle.]]&lt;br /&gt;
[[File:KF2 Mosin (3).jpg|thumb|none|600px|Sighting in the 91/30.]]&lt;br /&gt;
[[File:KF2 Mosin (4).jpg|thumb|none|600px|Cycling the bolt in Zed time.]]&lt;br /&gt;
[[File:KF2 Mosin (5).jpg|thumb|none|600px|Reloads are always done with full stripper clips, although only the correct number of cartridges are loaded in when not-empty.]]&lt;br /&gt;
[[File:KF2 Mosin (6).jpg|thumb|none|600px|The Reverend then removes and flicks aside the clip. With the speed reload, it is quickly shoved out.]]&lt;br /&gt;
[[File:KF2 Mosin (7).jpg|thumb|none|600px|Chamber-checking the Mosin.]]&lt;br /&gt;
[[File:KF2 Mosin (8).jpg|thumb|none|600px|Giving a porcine clot the appropriate pig-sticking with the bayonet.]]&lt;br /&gt;
[[File:KF2 Mosin (9).jpg|thumb|none|600px|Here, Strasser shows the speed reload, where the stripper clip is grabbed first and then the action is opened.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[L85A2]] is the second weapon for the Сommando Perk. It replaces the [[L22A2]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines. Interestingly, it has the knob-shaped charging handle of the [[L85A1]] instead of the comma shaped A2 style charging handle. It doesn't appear to be an actual A1 however, as it has the magazine-release fencing of the A2.&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO. Note the shape of the charging handle in comparison to the A2.]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A2 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away. Here the mag-release fencing is obvious.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A2 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Inserting a new mag. The bolt is not properly depicted as looking back.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|500px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz soldier.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike many games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[File:KF2 AK12 reloading1.jpg|thumb|600px|none|The basic reload animation of the AK-12 shows the player character kicking out the dry magazine with the new one.]] &lt;br /&gt;
[[File:KF2 AK12 reloading2.jpg|thumb|600px|none|With the &amp;quot;Tactical reload&amp;quot; perk however, the character knocks out the magazine with his or her thumb and ''then'' proceeds to grab a fresh mag. ]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game, originally dual-wielded by Doctor Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As of the October 2018 &amp;quot;Halloween Horrors: Monster Masquerade Update,&amp;quot; the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance. &lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[File:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[File:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
[[File:KF2_MKb_Render.jpg|thumb|none|600px|An officially-released render of the MKb.]]&lt;br /&gt;
[[File:KF2 MKb42 (1).jpg|thumb|none|600px|Strasser holds his hard-earned and trusty MKb 42(H) near the starting area of the Halloween map.]]&lt;br /&gt;
[[File:KF2 MKb42 (2).jpg|thumb|none|600px|A look down the iron sights.]]&lt;br /&gt;
[[File:KF2 MKb42 (3).jpg|thumb|none|600px|Mid-reloading the MKb 42; pressing the invisible magazine release.]]&lt;br /&gt;
[[File:KF2 MKb42 (4).jpg|thumb|none|600px|The normal empty reload is performed in an HK-like manner.]]&lt;br /&gt;
[[File:KF2 MKb42 (5).jpg|thumb|none|600px|Inserting a fresh 8mm Kurz magazine.]]&lt;br /&gt;
[[File:KF2 MKb42 (6).jpg|thumb|none|600px|Palming the charging handle and bolt forward.]]&lt;br /&gt;
[[File:KF2 MKb42 (7).jpg|thumb|none|600px|The fast tactical reload, which shows off the rendered cartridges in the mags.]]&lt;br /&gt;
[[File:KF2 MKb42 (8).jpg|thumb|none|600px|Pulling the charging handle in a more generic way at the end of a fast empty reload.]]&lt;br /&gt;
[[File:KF2 MKb42 (9).jpg|thumb|none|600px|Looking down the right side of the Haenel MKb.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer SIG556R ==&lt;br /&gt;
The &amp;quot;Halloween Horrors: Monster Masquerade Update&amp;quot; of October 2018 added, among other things, the &amp;quot;HMTech 501 Grenade Rifle&amp;quot;. Unlike the Medic's other HMTech 01-series weapons (which are all the same fictional pistol in increasingly massive carbine stocks, apart from the pistol itself), the 501 appears to be a heavily-modified [[SIG-Sauer SIG556|SIG-Sauer SIG556R]], fitted with an underslung [[FN EGLM]]. This is another critical difference from the Medic's other weapons: unlike the rest, which have a secondary option to fire ally-healing darts, the 501 can instead fire (apparently caseless) grenades; these work the same way as the Medic's hand grenades, releasing gas that harms enemies and heals allies. It is fitted with the same red-dot sight as the other HMTech weapons, complete with ammo counter; other notable features include a thumbhole stock, a 30-round magazine that resembles a shrunken, stretched-out 7.62x39mm [[AK]] magazine, and a reciprocating, left-side-mounted charging handle. Interestingly, when the rifle portion is reloaded, the grenade launcher's barrel slides forward and the body drops down, returning to place when the new magazine is inserted; on an empty reload, the charging handle also locks itself back until a new magazine is inserted. The EGLM is reloaded much the same way as the [[M203]] below.&lt;br /&gt;
[[File:SIG SG 556R.jpg|thumb|none|450px|SIG-Sauer SIG556R - 7.62x39mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[File:KF2 501 Render.jpg|thumb|none|600px|An officially-released render of the HMTech-501.]]&lt;br /&gt;
[[File:KF2 HM501 (1).jpg|thumb|none|600px|The HMTech-501 ingame.]]&lt;br /&gt;
[[File:KF2 HM501 (2).jpg|thumb|none|600px|Aiming down the generic reflex sight model used all the medic's weapons.]]&lt;br /&gt;
[[File:KF2 HM501 (3).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:KF2 HM501 (4).jpg|thumb|none|600px|Reloading the 501.]]&lt;br /&gt;
[[File:KF2 HM501 (5).jpg|thumb|none|600px|Reloading a healing grenade into the EGLM.]]&lt;br /&gt;
[[File:KF2 HM501 (6).jpg|thumb|none|600px|Playing around with the grenade launcher's handguard.]]&lt;br /&gt;
[[File:KF2 HM501 (7).jpg|thumb|none|600px|Looking at the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[G36C]] is available exclusively to the SWAT perk as a paid DLC weapon added in September 2022. It is the only assault rifle in the SWAT's arsenal, as well as the only one that has maximum penetration stats, making it the most ideal weapon to deal with armored zeds, such as rioters. It comes with a suppressor, as seen on most SWAT weapons. It also features a laser sight, like the M14 EBR. However, the weapon itself was criticized among the community for its horrid animations, and seemingly low quality model and texture work; especially when compared to the rest of the weapons with quality animations available in the game.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|H&amp;amp;K G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2-G36C (1).jpg|600px|thumb|none|The G36C in all its unfortunate low quality inglory. Despite this, it actually is one of the best weapons available.]]&lt;br /&gt;
[[File:KF2-G36C (2).jpg|600px|thumb|none|Looking down one of the many (and low quality) Ultradot Pan AV red dot clones.]]&lt;br /&gt;
[[File:KF2-G36C (3).jpg|600px|thumb|none|&amp;quot;Because you suck, and we hate you.&amp;quot; - Love, H&amp;amp;K Marketing Department]]&lt;br /&gt;
[[File:KF2-G36C (4).jpg|600px|thumb|none|Stiffly, and awkardly checking the chamber for brass. Any further, and the round's probably going to eject.]]&lt;br /&gt;
[[File:KF2-G36C (5).jpg|600px|thumb|none|Awkwardly performing an ersatz &amp;quot;Spetsnaz&amp;quot; reload. This is just an eye sore, if I'm honest.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] incorrectly utilizing thirty-round STANAGs (as seen only on the G2 variant) under the name of &amp;quot;FAMAS Masterkey&amp;quot;. As the name implies, it is fitted with an underslung magazine fed shotgun. It was added in 2021 also as a paid DLC weapon, the shotgun is incorrectly referred to as an &amp;quot;M26&amp;quot; in the weapon's description when viewed in the trader pod. This time around it is a cross perk weapon between the Commando and Support perks. The shotgun itself is based on a Remington 870 TAC 14 DM with some design liberties taken with it   &lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:Kf2 FAMASMasterkey render.jpg|600px|thumb|none|Official render of the &amp;quot;FAMAS Masterkey&amp;quot;. ]]&lt;br /&gt;
[[File:KF2-FAMAS (1).jpg|600px|thumb|none|Masterson out in the cold with his decked out Clarion. ]]&lt;br /&gt;
[[File:KF2-FAMAS (2).jpg|600px|thumb|none|Like the G36C, this weapon used to be victim of horrid animations, but it was fortunately redone, slightly. Still doesn't make it any less awkward though, as seen with this brass check here.]]&lt;br /&gt;
[[File:KF2-FAMAS (3).jpg|600px|thumb|none|Masterson playing with the turret cap on his ACOG. A bit better, the original legacy animation had the sight freely moving up and down the rail.]]&lt;br /&gt;
[[File:KF2-FAMAS (4).jpg|600px|thumb|none|Side view of the combo. Interesting design choice, it's unknown why they did not have a proper M26 MASS model intended for it.]]&lt;br /&gt;
[[File:KF2-FAMAS (5).jpg|600px|thumb|none|Aim down the ACOG, effectively recycled from the M14 EBR and the FAL. The more the merrier, you know.]]&lt;br /&gt;
[[File:KF2-FAMAS (6).jpg|600px|thumb|none|Doing a standard reload on the FAMAS. Nothing too special.]]&lt;br /&gt;
[[File:KF2-FAMAS (7).jpg|600px|thumb|none|Giving the STANAG a good bump to make sure it's fully seated.]]&lt;br /&gt;
[[File:KF2-FAMAS (8).jpg|600px|thumb|none|Dropping the empty magazine.]]&lt;br /&gt;
[[File:KF2-FAMAS (9).jpg|600px|thumb|none|Charging the weapon, though it doesn't look like he's even making contact with it.]]&lt;br /&gt;
[[File:KF2-FAMAS (10).jpg|600px|thumb|none|Finishing up with the contactless charge.]]&lt;br /&gt;
[[File:KF2-FAMAS (11).jpg|600px|thumb|none|Firing the underslung Remington 870.]]&lt;br /&gt;
[[File:KF2-FAMAS (12).jpg|600px|thumb|none|Working the action, no different than any other pump action shotgun.]]&lt;br /&gt;
[[File:KF2-FAMAS (13).jpg|600px|thumb|none|Dropping the 12g box magazine.]]&lt;br /&gt;
[[File:KF2-FAMAS (14).jpg|600px|thumb|none|Inserting a fresh box of lead shot, maybe even steel shot? It's a mystery special.]]&lt;br /&gt;
[[File:KF2-FAMAS (15).jpg|600px|thumb|none|Performing an empty reload.]]&lt;br /&gt;
[[File:KF2-FAMAS (16).jpg|600px|thumb|none|Pushing the action forward, chambering the new shell.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] fitted with an [[M203 grenade launcher]] was added in the &amp;quot;Tactical Response&amp;quot; update for the &amp;quot;Demolitionist&amp;quot; class. It is set up similarly to the Demolitionist version of the M4A1 from the first game, using the same MATech flip-up BUIS and Magpul MIAD pistol grip.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his [[Scarface_(1983)#Colt_AR-15_with_Fake_M203_grenade_launcher_.28a.k.a._.22My_Little_Friend.22.29|little friend]] to HELL!]] &lt;br /&gt;
[[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. The rear sight is a MATech flip peep sight.]] &lt;br /&gt;
[[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] &lt;br /&gt;
[[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] &lt;br /&gt;
[[File:KF2 M16 reloading2.jpg|thumb|600px|none|Pulling the charging handle in a very awkward way to chamber a new round. The reload animation for this rifle is reused from the &amp;quot;Varmint rifle&amp;quot;.]] &lt;br /&gt;
[[File:KF2 M16 reloading GL.jpg|thumb|600px|none|Reloading the M203. Despite using the same 40mm grenades, the M203 has a noticeably lower AoE than the M79. Note the star on the magwell with &amp;quot;BLACK STAR&amp;quot; written next to it.]]&lt;br /&gt;
[[File:KF2 M16 misc2.jpg|thumb|600px|none|Unequpping the weapon shows of the Magpul MIAD grip. While difficult to make out, the markings on the receiver read &amp;quot;BLACK STAR WEAPONS DIVISON&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles &amp;amp; Sniper Rifles=&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Yet another weapon returning from the first game, the [[Barrett M99]] was introduced with &amp;quot;The Summer Sideshow: Treacherous Skies&amp;quot; update in June 2018. When equipping the Barrett, the player character sets the bolt handle fully down; when putting it away, the character quickly unlocks and disengages the bolt handle, possibly as an added safety measure or just to look flashy.&lt;br /&gt;
[[File:Barrett m99-1.jpg|thumb|none|500px|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF2 M99 (1).jpg|thumb|none|601px|Donovan catches a lull in the action, M99 in hand.]]&lt;br /&gt;
[[File:KF2 M99 (2).jpg|thumb|none|601px|Sighting in a steampunk zed with the scope.]]&lt;br /&gt;
[[File:KF2 M99 (3).jpg|thumb|none|600px|Reloading the single-shot rifle with another .50 BMG cartridge.]]&lt;br /&gt;
[[File:KF2 M99 (4).jpg|thumb|none|600px|Pushing the bolt home.]]&lt;br /&gt;
[[File:KF2 M99 (5).jpg|thumb|none|600px|Idle animation of the Barrett; checking the chamber.]]&lt;br /&gt;
[[File:KF2 M99 (6).jpg|thumb|none|600px|In another animation, Scully twirls another fifty-caliber round around his fingers.]]&lt;br /&gt;
[[File:KF2 M99 (7).jpg|thumb|none|600px|Speed-reloading of the M99 with a fresh round in hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL ==&lt;br /&gt;
The [[FN FAL]] also makes a return from the first game in the 2018 &amp;quot;Halloween Horrors: Monster Masquerade Update.&amp;quot; It retains the ACOG scope, and compared to the Mark 14 EBR, it has select fire functionality and starts with one more extra mag's worth of ammo at the expense of having slightly less damage and the full-auto recoil is severe.&lt;br /&gt;
[[Image:DSA SA58 with 18'' barrel.jpg|none|thumb|500px|DSA SA58 FAL with 18&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2 FAL Render.jpg|thumb|none|600px|An officially-released render of the FAL.]]&lt;br /&gt;
[[File:KF2 FAL (1).jpg|thumb|none|600px|The FAL in-game, looking for zeddies to slot. Note that it has black furniture now as opposed to the wooden parts in the first installment.]]&lt;br /&gt;
[[File:KF2 FAL (2).jpg|thumb|none|600px|Aiming down the ACOG scope, basically the same as the Mk 14's.]]&lt;br /&gt;
[[File:KF2 FAL (3).jpg|thumb|none|600px|Checking one of the twenty-round magazines while watching DJ Count Volter.]]&lt;br /&gt;
[[File:KF2 FAL (4).jpg|thumb|none|600px|The tactical mid-reload.]]&lt;br /&gt;
[[File:KF2 FAL (5) mwstore strikes back again.jpg|thumb|none|600px|Offering some zeds an empty FAL mag.]]&lt;br /&gt;
[[File:KF2 FAL (6).jpg|thumb|none|600px|Jamming in a new one.]]&lt;br /&gt;
[[File:KF2 FAL (7).jpg|thumb|none|600px|Pulling the charging handle; this is also one of the idle animations.]]&lt;br /&gt;
[[File:KF2 FAL (8).jpg|thumb|none|600px|Right side of the right arm of the uninfected world.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A pre-release screenshot of the SCAR-H.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Brass checking the SCAR. Note that the magazine release button is just a flat texture.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 SCAR misc3.jpg|thumb|600px|none|A SCAR-H being 3D printed at the dosh sink.]]&lt;br /&gt;
[[File:KF2 SCAR portrait.jpg|thumb|none|600px|A painting found on the second-to-last stage of &amp;quot;Nightmare&amp;quot; shows two soldiers armed with SCAR-Hs, one with a clown face imposed over his head.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 EBR ==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army &amp;quot;M14 EBR&amp;quot; like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) and permanently powered on rather than acting as a toggle function to force a laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG is attached above the action.&lt;br /&gt;
[[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the above there is no laser aiming module present here, it apparently being a last-minute addition to the model.]]&lt;br /&gt;
[[file:KF2-M14EBR.jpg|thumb|600px|none|Idle with the Mk 14 Mod 0, showing the always-active laser.]]&lt;br /&gt;
[[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green &amp;quot;dot &amp;amp; horseshoe&amp;quot; reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]]&lt;br /&gt;
[[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] &lt;br /&gt;
[[File:KF2 Mk14 imfdbstopbeingdumb.jpg|thumb|600px|none|Empty-reloading without the &amp;quot;Tactical Reload&amp;quot; perk. Beginning with very violently throwing away the dry mag, causing it to spin all over the place.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading2.jpg|thumb|600px|none|Then not so violently rocking in a fresh mag.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading3.jpg|thumb|600px|none|Chambering a new round. Like in many games, the bolt is not depicted as locking back.]]&lt;br /&gt;
[[file:KF2 Mk14 (1).jpg|thumb|none|600px|The speed-reload skill gives the EBR a full reload much like the AS VAL in [[Battlefield 4]].]]&lt;br /&gt;
[[file:KF2 Mk14 (2).jpg|thumb|none|600px|Note the just knocked out, empty magazine.]]&lt;br /&gt;
[[file:KF2 Mk14 (3).jpg|thumb|none|600px|Withdrawing the Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
Another weapon brought over from the first game, the [[Milkor MGL]] was made available to the Demolitions perk with the &amp;quot;Twisted Christmas: Season's Beatings&amp;quot; update, under the &amp;quot;M32 MGL&amp;quot; designation. It appears to mount a Meprolight M21 reflex sight.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF2 M32 MGL (1).jpg|thumb|none|600px|The Milkor MGL inside of Santa's workshop.]]&lt;br /&gt;
[[File:KF2 M32 MGL (2).jpg|thumb|none|600px|About to deal with a couple of &amp;quot;naughties&amp;quot; by sending them some 40mm presents with aid of the reflex sight.]]&lt;br /&gt;
[[File:KF2 M32 MGL (3).jpg|thumb|none|600px|Twisting the cylinder in one of the idle animations.]]&lt;br /&gt;
[[File:KF2 M32 MGL (4).jpg|thumb|none|600px|Reloading the MGL. Spent rounds are dumped offscreen.]]&lt;br /&gt;
[[File:KF2 M32 MGL (5).jpg|thumb|none|600px|Filling up the cylinders.]]&lt;br /&gt;
[[File:KF2 M32 MGL (6).jpg|thumb|none|600px|Checking the right side of the launcher.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  An optional skin, available from random loot drops, adds an orange tiger-stripe paint job, which is a homage to the Vietnam War movie ''[[Apocalypse Now]]''.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79's iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [[Apocalypse Now#M79 grenade launcher|They're close....]]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in ''Killing Floor 2'' as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics XM301 ==&lt;br /&gt;
&lt;br /&gt;
The [[XM301|General Dynamics XM301]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). It is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:XM301b.jpg|thumb|500px|none|General Dynamics XM301 - 20x102mm. This variant was developed for the RAH-66 Comanche, and never entered production.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The XM301 is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the XM301, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted XM301, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.]]&lt;br /&gt;
[[File:KF2 XM301 (1).jpg|thumb|none|600px|The stubby XM301 on display on one stage of the &amp;quot;Biolapse&amp;quot; level.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
The [[Stoner 63]] was added with &amp;quot;The Descent&amp;quot; update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|500px|none|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:KF2 Stoner 63.jpg|none|600px|thumb|Render of the Stoner 63 released before the update.]]&lt;br /&gt;
[[File:KF2 Stoner holdingg.jpg|thumb|600px|none|Briar sneaking through a fallout shelter on the &amp;quot;Nuked&amp;quot; map.]] &lt;br /&gt;
[[File:KF2 Stoner ironss.jpg|thumb|600px|none|Sighting up a Husk.]] &lt;br /&gt;
[[File:KF2 Stoner misc1.jpg|thumb|600px|none|Briar unleashing a shower of lead in ZED time.]] &lt;br /&gt;
[[File:KF2 Stoner reloading1.jpg|thumb|600px|none|Reloading. After pulling the charging handle (which is positioned on the bottom of the handguard) the top cover is lifted and the empty box mag pulled out.]] &lt;br /&gt;
[[File:KF2 Stoner reloading2.jpg|thumb|600px|none|Inserting a new magazine.]] &lt;br /&gt;
[[File:KF2 Stoner reloading3.jpg|thumb|600px|none|Positioning the belt.]] &lt;br /&gt;
[[File:KF2 Stoner misc2.1.jpg|thumb|600px|none|Taking a peek at the right side of the LMG, showing off the belt full of 5.56.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] appears under the name of &amp;quot;MG3 Shredder&amp;quot;, added in the Halloween 2023 &amp;quot;Hans Last Stand&amp;quot; update. Available to the Commando perk, like the Stoner 63, it's the closest one can get to playing Rambo. It deals a bit more damage but has the same magazine size as the Stoner. It has an unusual alternative mode where it has the weapon shoot excluisvely in a horizontal spread, while using up three times the ammo in the user's belt box.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Kf2-mg3render.jpg|600px|thumb|none|Official render of the MG3 Shredder. Note the slightly shortened barrel and shroud - while the latter still has six vent holes, they start immediately after the end of the receiver. The barrel shroud is also oddly widened towards the rear, and the grip panels are made of brown plastic like the earlier [[MG42]].]]&lt;br /&gt;
[[File:KF2-MG3 (1).jpg|600px|thumb|none|Holding the MG3, note the 50 round drum.]]&lt;br /&gt;
[[File:KF2-MG3 (2).jpg|600px|thumb|none|Checking out one side of the &amp;quot;Shredder&amp;quot;.]]&lt;br /&gt;
[[File:KF2-MG3 (3).jpg|600px|thumb|none|And now on to the other. ]]&lt;br /&gt;
[[File:KF2-MG3 (4).jpg|600px|thumb|none|Reloading a partially expended belt.]]&lt;br /&gt;
[[File:KF2-MG3 (5).jpg|600px|thumb|none|Attaching fresh, overloaded 50 round drum that can hold over double its original capacity.]]&lt;br /&gt;
[[File:KF2-MG3 (6).jpg|600px|thumb|none|Flicking the top cover down.]]&lt;br /&gt;
[[File:KF2-MG3 (7).jpg|600px|thumb|none|Despite the stiff animations, at least they have the rounds remaining being tracked.]]&lt;br /&gt;
[[File:KF2-MG3 (8).jpg|600px|thumb|none|Pulling the charging handle, locking the bolt to the rear.]]&lt;br /&gt;
[[File:KF2-MG3 (9).jpg|600px|thumb|none|Starting off the relatively similar reload on an empty drum: Opening the top cover.]]&lt;br /&gt;
[[File:KF2-MG3 (10).jpg|600px|thumb|none|The new drum being attached, and the belt about to be set in the feed tray.]]&lt;br /&gt;
[[File:KF2-MG3 (11).jpg|600px|thumb|none|Closing the top on the new rounds set in the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
== Hand Held M134 Minigun ==&lt;br /&gt;
The Halloween 2020 &amp;quot;Infernal Insurrection&amp;quot; update introduced a hand-held [[M134 Minigun]] for the Commando class. It feeds from attached belt boxes that contain 90 rounds of ammunition and fires at 1200 RPM, tame by the standards for a rotary gun but still a very capable zed-shredder nonetheless. It also cannot be aimed; using the aim function slightly zooms in and winds up the barrels. &lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2 M134 (1).jpg|thumb|none|600px|Mr. Foster wields a fist of iron on the Hellmark Station map. The first person posture is rather awkward; in third person, the minigun is actually shown wielded in a left-handed posture. Here it appears Foster is either chicken-winging his right arm up or his eyeballs have relocated to his chest.]]&lt;br /&gt;
[[File:KF2 M134 (2).jpg|thumb|none|600px|Inspecting the M134. The barrel cluster spins dramatically; in reality this would let out a burst of fire.]]&lt;br /&gt;
[[File:KF2 M134 (3).jpg|thumb|none|600px|Blasting zeds in classic &amp;quot;Ol' Painless&amp;quot; style.]]&lt;br /&gt;
[[File:KF2 M134 (4).jpg|thumb|none|600px|Reloading the Minigun's belt box drum.]]&lt;br /&gt;
[[File:KF2 M134 (5).jpg|thumb|none|600px|Thumping a crawler zed that has apparently dressed up as Petey Priranha.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== M112 C4 Demolition Pack ==&lt;br /&gt;
C4 explosives are the second-tier primary weapon available to the Demolitionist perk.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
&lt;br /&gt;
== M67 Fragmentation Grenade ==&lt;br /&gt;
Listed as &amp;quot;HE Grenade&amp;quot;, the [[M67 hand grenade]] is the throwable of choice for the Commando and Survivalist perks.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:KF2 M67 (1).jpg|thumb|none|600px|Throwing an M67 in Zed Time, note that the safety lever is still on.]]&lt;br /&gt;
&lt;br /&gt;
== M84 Flashbang Grenade ==&lt;br /&gt;
The SWAT perk utilizes the [[M84 stun grenade]], which will stun Zeds and blow up lower-tier clots that stand too close to its detonation. &lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:KF2 M84flashbang.jpg|thumb|none|600px|Bouncing a Flashbang off a wooden post.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Fragmentation Grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is used by the Support perk. Unlike the M67 &amp;quot;HE&amp;quot; grenades, the &amp;quot;Frag Grenade&amp;quot; throws a shower of shrapnel that will tear through Zeds.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; fragmentation hand grenade]]&lt;br /&gt;
[[File:KF2 Mk2 (1).jpg|thumb|none|600px|Tossing a Mark 2 grenade at some clots.]]&lt;br /&gt;
[[File:KF2 Mk2 (2).jpg|thumb|none|600px|Scully makes a peace-offering to the Fleshpound.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
Doctor Hans Volter also has access to [[Model 24 Stielhandgranate]]s in his arsenal. They vary in function, from being standard high-explosive charges to being used to deploy either harmless smoke or his favorite nerve gas. He generally tosses them out in a cluster around himself to scatter players when surrounded.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate hand grenade]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== 7.5 cm Pak 40 ==&lt;br /&gt;
Downsized [[7.5 cm Pak 40]] AT guns are present on one stage of the &amp;quot;Nightmare&amp;quot; level in a very Stalingrad-like setting.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:KF2 Pak 40.jpg|thumb|none|600px|A downscaled Pak 40 on &amp;quot;Nightmare,&amp;quot; another one can be seen just past its muzzle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1633285</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=1633285"/>
		<updated>2023-12-04T01:17:12Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: Added screenshots of the &amp;quot;S-12 Shockgun&amp;quot;. It looks like a Saiga 12 inspired variant, I asked around, it seems kosher enough to be added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to ''[[Killing Floor]]''. The game is developed on a modified Unreal Engine 3.  ''Killing Floor 2'' came out on April 21st 2015 as a Steam early access game, and saw a full retail release on November 18th in 2016. A PlayStation 4 installment was released on the same day, and a port to the Xbox One was made available on August 28, 2017. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
With the exception of the fictional HX25 and Medic pistol, all handguns can be dual-wielded.&lt;br /&gt;
==Beretta 92 Hybrid==&lt;br /&gt;
The &amp;quot;9mm Pistol&amp;quot; is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as ''Red Orchestra''), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game. Also like in the first game, a second pistol will be identical to the first save for lacking a weaponlight on the underbarrel rail; despite this, randomly-spawned or dropped pistols will always have the light attached.&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]]&lt;br /&gt;
[[File:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]]&lt;br /&gt;
[[File:92A1.jpg|thumb|350px|none|Beretta 92A1 - 9x19mm. The Picatinny rail.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc2.jpg|none|thumb|600px|A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discipline.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first ''Killing Floor'', where the slide locked open on its own once the reload animation was triggered, it properly only locks open when the gun runs dry now.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the &amp;quot;Tactical reload&amp;quot; perk. First, an overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]]&lt;br /&gt;
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]]&lt;br /&gt;
[[File:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]]&lt;br /&gt;
[[File:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol. This doesn't explain how he's aiming the left-hand one, though.]]&lt;br /&gt;
[[File:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Berettas.]]&lt;br /&gt;
[[File:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[File:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with neon embellishments appears as the &amp;quot;HRG 93R Pistol&amp;quot;, it was added in the &amp;quot;Last Hans Standing&amp;quot; update in October 2023. It is an alternate choice to the Beretta 92FS in the perk selection menu. It is available to every perk, anyone playing as the SWAT class will also spawn with dual 93Rs if they have the Close Combat Training skill selected. It deals less damage than the 92FS, but it's made up for with its magazine size and burst fire. Unlike the Glock 18C intended for the Gunslinger, it is not possible to change the firing mode, even when you have just the single one equipped. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:KF2-93R (1).jpg|600px|thumb|none|Lt. Masterson with his &amp;quot;HRG 93R&amp;quot; pistol. It's different because it's got those neon lines, guys!]]&lt;br /&gt;
[[File:KF2-93R (2).jpg|600px|thumb|none|Masterson brass checking his quirky and relatable looking pistol.]]&lt;br /&gt;
[[File:KF2-93R (3).jpg|600px|thumb|none|A look down the irons. Would've been a better move if they were also illuminated.]]&lt;br /&gt;
[[File:KF2-93R (4).jpg|600px|thumb|none|Performing a standard reload on the Raffica.]]&lt;br /&gt;
[[File:KF2-93R (5).jpg|600px|thumb|none|Inserting the fresh magazine. ]]&lt;br /&gt;
[[File:KF2-93R (6).jpg|600px|thumb|none|After getting a bit carried away, the slide is now locked back. ]]&lt;br /&gt;
[[File:KF2-93R (7).jpg|600px|thumb|none|Slapping in a new mag...]]&lt;br /&gt;
[[File:KF2-93R (8).jpg|600px|thumb|none|...and followed by dropping the slide into battery.]]&lt;br /&gt;
[[File:KF2-93R (9).jpg|600px|thumb|none|Now with a double helping of 9mm FMJs. ]]&lt;br /&gt;
[[File:KF2-93R (10).jpg|600px|thumb|none|While waiting for the next horde of zeds to appear, Masterson tries to amuse himself with his dualies, all that's missing is making Mr. and Mrs. Beretta &amp;quot;kiss&amp;quot;, as previously done with [[Counter-Strike: Global Offensive|CTs and Ts alike]] from the days of old.]]&lt;br /&gt;
[[File:KF2-93R (11).jpg|600px|thumb|none|Opposite sides of each Beretta.]]&lt;br /&gt;
[[File:KF2-93R (12).jpg|600px|thumb|none|Brass checking, yep, this one's good to go.]]&lt;br /&gt;
[[File:KF2-93R (13).jpg|600px|thumb|none|And, yep! This one's also loaded, it's back to business as usual.]]&lt;br /&gt;
[[File:KF2-93R (15).jpg|600px|thumb|none|The unorthodox type of &amp;quot;aiming&amp;quot; with the dualies. Like any others, you can hit alt fire and look through the sights on the right.]]&lt;br /&gt;
[[File:KF2-93R (16).jpg|600px|thumb|none|After getting way too carried away. Masterson begins reloading his Berettas.]]&lt;br /&gt;
[[File:KF2-93R (19).jpg|600px|thumb|none|And now for the other.]]&lt;br /&gt;
[[File:KF2-93R (20).jpg|600px|thumb|none|After getting even more carried away with them, Masterson now has to worry about reloading and dropping the slide on ''two'' of these rather rare pistols.]]&lt;br /&gt;
[[File:KF2-93R (21).jpg|600px|thumb|none|Topping off the new mag in the right.]]&lt;br /&gt;
[[File:KF2-93R (24).jpg|600px|thumb|none|And bringing it home with releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
An engraved [[Remington 1858 New Army]] was added in the &amp;quot;Return of the Patriarch&amp;quot; update with the Gunslinger Perk, titled as the &amp;quot;Remington 1858 New Army&amp;quot;. Anyone playing as the Gunslinger class will start every match with two dual-wielded.&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]]&lt;br /&gt;
[[File:KF2 Model1858render.jpg|none|600px|thumb|Render of the Remington 1858 New Army]]&lt;br /&gt;
[[File:KF2 R1858 holding.jpg|thumb|600px|none|Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.]]&lt;br /&gt;
[[File:KF2 R1858 iron sights.jpg|thumb|600px|none|Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.]]&lt;br /&gt;
[[File:KF2 R1858 reloading1.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:KF2 R1858 reloading2.jpg|thumb|600px|none|Reloading. Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]]&lt;br /&gt;
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the &amp;quot;Return of the Patriarch&amp;quot; update, the ability to simply zoom in like in the first ''Killing Floor'' when aiming paired handguns was added; switching between the two aiming styles for dual handguns was made the secondary-fire option for them.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]]&lt;br /&gt;
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, and gold assortments was added with the &amp;quot;Return of the Patriarch&amp;quot; update along with the Gunslinger Perk, titled as the &amp;quot;M1911 Pistol&amp;quot;. The pistol has an eight round capacity in game using flush fitting 8-round magazines.&lt;br /&gt;
&lt;br /&gt;
It likely is a reference to [[Supernatural]], a show about humans hunting supernatural creatures (including the undead) and a patriarchal figure returning, as it very strongly resembles Dean Winchester's custom M1911A1.&lt;br /&gt;
[[File:NickelM1911.jpg|thumb|350px|none|M1911A1 with bright nickel finish and pearl grips - .45 ACP]]&lt;br /&gt;
[[File:Spn1007Dean1911.jpg|thumb|350px|none|The Supernatural 1911.]]&lt;br /&gt;
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]]&lt;br /&gt;
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|Albert visiting the French subway.]]&lt;br /&gt;
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert is not a big fan of graffiti.]]&lt;br /&gt;
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most maps makes it hard to see the engravings most of the time anyway.]]&lt;br /&gt;
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Brass checking the 1911 with one hand.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading dual 1911s with a round in the chamber still in the left gun.]]&lt;br /&gt;
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Brass checking one of the 1911s. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark XIX]] returns in ''Killing Floor 2'' with a chrome finish, this time properly titled as the &amp;quot;Desert Eagle&amp;quot;. It returned in the &amp;quot;Return of the Patriarch&amp;quot; update as the Gunslinger's third-tier weapon. It holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the Desert Eagle in ''Killing Floor 2'' makes ring-shaped muzzle flashes, which they also make in real life.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]]&lt;br /&gt;
[[File:KF2 DesertE holding.jpg|thumb|600px|none|Albert brings his Desert Eagle for some Zed hunting in the woods.]]&lt;br /&gt;
[[File:KF2 DesertE iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 DesertE reloading.jpg|thumb|600px|none|Reloading the Eagle with a round still in the chamber prompts the character to keep the still partially filled mag.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo holding.jpg|thumb|600px|none|As Albert makes his way through an old dark house, he brings two Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|Reloading the two dry Desert Eagles.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Like with the 1911, brass checking the gun like this would eject the loaded round; interestingly, the left-hand gun's slide - or, for that matter, the slide of a Desert Eagle when used on its own - isn't pulled nearly as far back.]]&lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Assured that game mechanics will make the pistol unrealistically practical for the purpose, a player attempts to take on the Patriarch with only two Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500 Bone Collector==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500|Smith &amp;amp; Wesson Model 500 Bone Collector]] with custom wood grips was added with the &amp;quot;Return of the Patriarch&amp;quot; update, known generically as the &amp;quot;500 Magnum Revolver&amp;quot; in-game and titled as the &amp;quot;T&amp;amp;W 500 Zed Collector&amp;quot; in outside material. The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above.&lt;br /&gt;
&lt;br /&gt;
A modified version was added in the &amp;quot;Grim Treatments&amp;quot; update, known as the &amp;quot;HRG Buckshot&amp;quot;; as the name implies, this variant fires shotgun shells (presumably around 36 gauge), featuring a shorter barrel, and the same gray/white/blue color scheme as the other &amp;quot;HRG&amp;quot; weapons. Being a shotgun, it is used by the Support Specialist class, serving as a Tier 3 weapon. Like the standard variant, the Buckshot can be dual-wielded.&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the &amp;quot;Zed Collector&amp;quot;.]]&lt;br /&gt;
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.]]&lt;br /&gt;
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]]&lt;br /&gt;
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading (although the hammer is still cocked with non-empty reloads, which would make it impossible to swing out the cylinder in reality). Pushing the extractor.]]&lt;br /&gt;
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]]&lt;br /&gt;
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]]&lt;br /&gt;
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith, half Wesson. All Zedstopper (and Wristbreaker).]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&amp;amp;W.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]]&lt;br /&gt;
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.]]&lt;br /&gt;
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]]&lt;br /&gt;
[[File:KF2 Buckshot Render.jpg|thumb|none|600px|An official promo render of the HRG Buckshot; the new barrel appears to simply be a chopped-off version of the original one, sans the lightening cut towards the front.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
As of the &amp;quot;The Descent&amp;quot; update, the &amp;quot;Flaregun&amp;quot; returns from the first ''Killing Floor'', this time called the &amp;quot;Spitfire Revolver&amp;quot;. It's still a heavily modified [[Colt 1851 Navy]] that shoots fireballs.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Yuletide Horrors&amp;quot; update added an additional variant known as the &amp;quot;HRG Winterbite&amp;quot;. Like the other HRG weapons, it features a black/gray/blue color scheme, though the main functional change is in its ammunition; rather than firing flares, the Winterbite fires miniature grenades that can freeze enemies (similarly to the Sharpshooter's Freeze Grenades).&lt;br /&gt;
[[File:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 ball]]&lt;br /&gt;
[[File:KF2 spitfire.jpg|thumb|600px|none|An officially-released render of the Spitfire Revolver. Despite being top-break in-game, it lacks any sort of visible frame hinge.]]&lt;br /&gt;
[[File:KF2 spitfire holding.jpg|thumb|600px|none|Masterson watches the sunset, Spitfire in hand.]] &lt;br /&gt;
[[File:KF2 spitfire irons.jpg|thumb|600px|none|Thinking that the sun must be running out of fire, he aims for the sky, showing off the rather small iron sights.]]&lt;br /&gt;
[[File:KF2 Winterbite Render.jpg|thumb|none|600px|An official promo render of the HRG Winterbite. Seeing as the revolver now fires the exact opposite of incendiary ammunition, it's not quite clear why it still needs a pilot light at the end of the barrel, nor why the muzzle is still thermally discolored.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
Rounding out the current list of double-barreled firearms, the [[AF2011 Dueller Prismatic|Arsenal Firearms AF2011-A1]] was introduced alongside the MAC-10 in the &amp;quot;Infinite Onslaught&amp;quot; update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911.&lt;br /&gt;
[[File:AF2011.jpg|thumb|none|400px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:KF2 AF2011 (1).jpg|thumb|none|600px|DJ Scully heads towards the action, AF2011-A1 in hand.]]&lt;br /&gt;
[[File:KF2 AF2011 (2).jpg|thumb|none|600px|He stops and examines the pistol, wondering if he should use that green resupply crate for more ammo.]]&lt;br /&gt;
[[File:KF2 AF2011 (3).jpg|thumb|none|600px|Chamber-checking the AF2011. No fancy one-handed brass check for this hunk of a pistol, unfortunately; owing to its ridiculous size, it reuses the Desert Eagle's idle animations.]]&lt;br /&gt;
[[File:KF2 AF2011 (4).jpg|thumb|none|600px|He sights in and prepares to blast a highlighted-stalker.]]&lt;br /&gt;
[[File:KF2 AF2011 (5).jpg|thumb|none|600px|Reloading the pistol with a literal fistful of 1911 mags.]]&lt;br /&gt;
[[File:KF2 AF2011 (6).jpg|thumb|none|600px|Dumping out empty magazines from the AF2011 in the heat of battle.]]&lt;br /&gt;
[[File:KF2 AF2011 (7).jpg|thumb|none|600px|Blasting a clot with four barrels of fun, note the impressive muzzle flash.]]&lt;br /&gt;
[[File:KF2 AF2011 (8).jpg|thumb|none|600px|Reloading the left pistol.]]&lt;br /&gt;
[[File:KF2 AF2011 (9).jpg|thumb|none|600px|Releasing the right-one's slide.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
Added in the &amp;quot;Grim Treatments&amp;quot; update, a [[Chiappa Rhino 60DS]] can be purchased; it serves as a Tier 3 weapon for the Gunslinger perk, and can be dual-wielded. It is known in-game simply as the &amp;quot;Rhino&amp;quot;, featuring a Walther MRS reflex sight and (of all things) explosive fragmentation rounds. It notably re-uses the [[Smith &amp;amp; Wesson Model 500|M500]]'s animations, including the visible cocking of the hammer after every shot, despite the Rhino's &amp;quot;hammer&amp;quot; actually being a cocking lever that doesn't stay back once pulled.&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[File:KF2 Rhino Render.jpg|thumb|none|600px|An official promo render of the Rhino.]]&lt;br /&gt;
[[File:KF2 Rhino (1).jpg|thumb|none|600px|The Rhino 60DS on the Biolapse level.]]&lt;br /&gt;
[[File:KF2 Rhino (2).jpg|thumb|none|600px|Aiming the Chiappa, for some reason, the reticle is centered high, despite the revolver's low bore axis.]]&lt;br /&gt;
[[File:KF2 Rhino (3).jpg|thumb|none|600px|Cocking the Rhino, note the explosive effect on the targeted zed.]]&lt;br /&gt;
[[File:KF2 Rhino (4).jpg|thumb|none|600px|Dumping out the cylinder on a reload.]]&lt;br /&gt;
[[File:KF2 Rhino (5).jpg|thumb|none|600px|Feeding the Rhino with a speed loader.]]&lt;br /&gt;
[[File:KF2 Rhino (6).jpg|thumb|none|600px|Dual-wielding Rhino 60DS revolvers. The cocking indicators are clearly visible; the Rhino is modeled with them permanently raised when using two at once.]]&lt;br /&gt;
[[File:KF2 Rhino (7).jpg|thumb|none|600px|Zooming in with the basic aim mode, which reveals both red dots.]]&lt;br /&gt;
[[File:KF2 Rhino (8).jpg|thumb|none|600px|Reloading the left Chiappa, note the added &amp;quot;TW&amp;quot; and the real trademarks.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The &amp;quot;Yuletide Horror&amp;quot; update added a 3rd-generation two-tone [[Glock 18C]] as a (purchasable) weapon for the SWAT perk; it is loaded with a 33-round magazine by default, and is paired with a glass-paneled riot shield (which is broken, for some reason).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Perilous Plunder&amp;quot; update introduced another paid-for, [[Dredd]]-inspired G18C variant for the Gunslinger perk that features a unique Fischer Development 917 suppressor and all black finish. It can be dual-wielded as well.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|400px|Glock 18C (3rd generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KF2 G18C Render.jpg|thumb|none|600px|An official promo render of the Glock; note the stainless slide and the &amp;quot;Slock&amp;quot; logo.]]&lt;br /&gt;
[[File:KF2 G18C (1).jpg|thumb|none|600px|Donovan wielding the Glock 18C and body bunker combo.]]&lt;br /&gt;
[[File:KF2 G18C (2).jpg|thumb|none|600px|Aiming the machine pistol through the broken viewport. Note the three-dot sights.]]&lt;br /&gt;
[[File:KF2 G18C (3).jpg|thumb|none|600px|Reloading the 33-round magazine.]]&lt;br /&gt;
[[File:KF2 G18C (4).jpg|thumb|none|600px|Dumping an empty one out of the G18C.]]&lt;br /&gt;
[[File:KF2 G18C (5).jpg|thumb|none|600px|Thumbing the slide release. With the Tactical Reload perk, this is sped up by the player character pressing the front corner of the slide against the side of the shield to power-stroke it.]]&lt;br /&gt;
[[File:KF2 G18C (6).jpg|thumb|none|600px|Inspecting the right side of the Glock.]]&lt;br /&gt;
[[File:KF2 G18C (7).jpg|thumb|none|600px|The standalone G18C with the frame-rail mounted suppressor.]]&lt;br /&gt;
[[File:KF2 G18C (8).jpg|thumb|none|600px|This version has the standard Glock u-notch sight, although it is not aligned well.]]&lt;br /&gt;
[[File:KF2 G18C (9).jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:KF2 G18C (10).jpg|thumb|none|600px|Powerstroking the slide.]]&lt;br /&gt;
[[File:KF2G18C (11).jpg|thumb|none|600px|Inspecting the black G18C.]]&lt;br /&gt;
[[File:KF2G18C (13).jpg|thumb|none|600px|Note that the compensator cuts in the barrel would completely cancel out the suppressor's baffles. The slide is also practically being pulled off here, with the top of the chamber being visible through the keyhole.]]&lt;br /&gt;
[[File:KF2G18C (12).jpg|thumb|none|600px|Mag-checking a pair of G18s.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and tan Magpul furniture, including an AFG, MIAD grip, and CTR stock. Despite being an SMG, it is ''not'' one of the weapons buffed when using the SWAT class, and is for all intents and purposes treated as an assault rifle by the game, including a damage profile that is nearly identical to the 5.56mm L85.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]]&lt;br /&gt;
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]]&lt;br /&gt;
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading while showing off that the front sight is far too low to line up with the rear sight. Checking the chamber...]]&lt;br /&gt;
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|...inserting a new mag...]]&lt;br /&gt;
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the &amp;quot;Tactical Reload&amp;quot; perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]]&lt;br /&gt;
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A1]], appearing as the &amp;quot;MP7 SMG&amp;quot;, returns in the &amp;quot;Tactical Response&amp;quot; update along with the &amp;quot;SWAT&amp;quot; class. Compared to its appearance in the original game, it's fitted with a suppressor and a C-More red dot sight instead of the Trijicon RX01. It also fits 40-round magazines by default, but which start out only holding 30 bullets; like with the Medic in the first game, leveling its associated perk increases the amount of bullets per magazine, with the maximum level allowing for an unrealistic doubled capacity of 60.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|400px|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]]&lt;br /&gt;
[[File:KF2 MP7 irons.jpg|thumb|600px|none|Sighting up a zed with the C-more sight.]] &lt;br /&gt;
[[File:KF2 MP7 tac reloading.jpg|thumb|600px|none|Performing a mid-mag reload as a siren approaches.]] &lt;br /&gt;
[[File:KF2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag.]] &lt;br /&gt;
[[File:KF2 MP7 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:KF2 MP7 reloading3.jpg|thumb|600px|none|Pulling the charging handle. With the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release will be used instead.]]&lt;br /&gt;
[[File:KF2 MP7world.jpg|thumb|none|600px|Interestingly, the world model of the MP7 shows it equipped with a flashlight; it is not present in the first person model.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] was added in the &amp;quot;Tactical Response&amp;quot; update. It appears as the &amp;quot;MP5RAS SMG&amp;quot;. It has an incorrect 40 round capacity despite its 30-round magazine (presumably as part of an effort to make it a proper upgrade over the starting MP7). It can fire in either full-auto or three-round bursts.  &lt;br /&gt;
[[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]]&lt;br /&gt;
[[file:Kf2-mp5smg.jpg|thumb|600px|none|Holding the MP5RAS.]]&lt;br /&gt;
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]] &lt;br /&gt;
[[File:KF2 MP5 misc2.jpg|thumb|600px|none|The model was retextured in a patch to include the 3-round burst setting.]] &lt;br /&gt;
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]] &lt;br /&gt;
[[File:KF2 MP5 reloading3.jpg|thumb|600px|none|Just a few frames away from the HK-slap.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch UMP45 ==&lt;br /&gt;
Introduced with the &amp;quot;Krampus Christmas&amp;quot; event (Update 1059 on PC), the [[Heckler &amp;amp; Koch UMP]] is another SMG available to the SWAT perk. As with the MP5, it can fire in either three-round burst or full auto, and holds 30 rounds in its box magazine. It is also outfitted with an EOtech holographic sight and folding foregrip.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:KF2 UMP (1).jpg|thumb|none|600px|Wishing for a winter coat, Donovan will have to rely on his H&amp;amp;K UMP to keep him warm instead.]]&lt;br /&gt;
[[File:KF2 UMP (2).jpg|thumb|none|600px|Aiming through the holo sight. In Zed-time, both it and the rear sight shake around quite a bit while firing.]]&lt;br /&gt;
[[File:KF2 UMP (3).jpg|thumb|none|600px|Chamber-checking the UMP.]]&lt;br /&gt;
[[File:KF2 UMP (4).jpg|thumb|none|600px|Mid-magazine reload; note the new mag is clipping with the side rail.]]&lt;br /&gt;
[[File:KF2 UMP (5).jpg|thumb|none|600px|Loading the fresh magazine.]]&lt;br /&gt;
[[File:KF2 UMP (6).jpg|thumb|none|600px|Locking the bolt back inside the Krampus's nasty lair.]]&lt;br /&gt;
[[File:KF2 UMP (7).jpg|thumb|none|600px|Tossing out the spent mag.]]&lt;br /&gt;
[[File:KF2 UMP (8).jpg|thumb|none|600px|In with the new one.]]&lt;br /&gt;
[[File:KF2 UMP (9).jpg|thumb|none|600px|HK-slapping the bolt home, just like on the MP5RAS.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 TR ==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;P90 SMG&amp;quot;. It was added in the &amp;quot;Tactical Response&amp;quot; update. It is fitted with a Trijicon RX30 reflex sight.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg |thumb|400px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:KF2 P90 holding.jpg|thumb|600px|none|Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.]]&lt;br /&gt;
[[File:KF2 P90 irons.jpg|thumb|600px|none|The RX30's reticle.]] &lt;br /&gt;
[[File:KF2 P90 misc1.jpg|thumb|600px|none|Performing a brass check, note the 5.7x28mm round.]] &lt;br /&gt;
[[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] &lt;br /&gt;
[[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the &amp;quot;Tactical Reload&amp;quot; variant, which for this weapon isn't much different from the normal one, just faster and with slightly different motions.]]&lt;br /&gt;
&lt;br /&gt;
== KRISS Vector ==&lt;br /&gt;
Along with the &amp;quot;Tactical Response&amp;quot; update, the [[TDI Vector|KRISS USA Vector]] was added into the game. It appears as the &amp;quot;KRISS SMG&amp;quot;, and is the Tier 4 weapon for the SWAT perk. It is fitted with a Sightmark Sure Shot or similar model reflex sight.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]]&lt;br /&gt;
[[File:KF2 Vector irons.jpg|thumb|600px|none|The sight picture of the red dot.]] &lt;br /&gt;
[[File:KF2 Vector misc1.jpg|thumb|600px|none|Performing a brass check, showing off the bolt.]] &lt;br /&gt;
[[File:KF2 Vector misc2.jpg|thumb|600px|none|The brass check animation was updated to be more of a brass check and less of a pull-the-charging-handle-in-a-weird-way.]] &lt;br /&gt;
[[File:KF2 Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]] &lt;br /&gt;
[[File:KF2 Vector reloading2.jpg|thumb|600px|none|Mashing in a new Glock 21 magazine.]]&lt;br /&gt;
[[File:KF2 Vector reloading3.jpg|thumb|600px|none|Pulling the charging handle. Similarly to the MP7, with the &amp;quot;Tactical reload&amp;quot; perk, the bolt-release is utilized.]]&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
Another fan favorite from the original game, the [[MAC-10]] (referred to as &amp;quot;Mac-10&amp;quot; ingame) is available to the Firebug and SWAT perks since the &amp;quot;Infinite Onslaught&amp;quot; update. It still features a suppressor and fires incendiary rounds, regardless of whatever perk is being used. Both semi-auto and full-auto fire modes are available. &lt;br /&gt;
[[File:Ingram-mac10 new.jpg|thumb|none|400px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF2 MAC-10 (1).jpg|thumb|none|600px|D.A.R. draws his &amp;quot;MAC-10 nine-millimeter,&amp;quot; which doesn't have quite the same ring as [[Terminator,_The#IMI_Uzi|Arnold's famous Uzi line]]. Whenever drawn, the player character fully folds the buttplate over the receiver, apparently it hangs loose whenever holstered. Actually bothering to use it would probably be a bit wiser.]]&lt;br /&gt;
[[File:KF2 MAC-10 (2).jpg|thumb|none|600px|Blasting the horde with suppressed, incendiary rounds from the M10.]]&lt;br /&gt;
[[File:KF2 MAC-10 (3).jpg|thumb|none|600px|Aiming the MAC.]]&lt;br /&gt;
[[File:KF2 MAC-10 (4).jpg|thumb|none|600px|D.A.R. locks the bolt back on an empty reload...]]&lt;br /&gt;
[[File:KF2 MAC-10 (5).jpg|thumb|none|600px|...throws out the empty magazine...]]&lt;br /&gt;
[[File:KF2 MAC-10 (6).jpg|thumb|none|600px|...and inserts a new one.]]&lt;br /&gt;
[[File:KF2 MAC-10 (7).jpg|thumb|none|600px|As with other weapons in the game, bugs sometimes show the bolt incorrectly closed.]]&lt;br /&gt;
[[File:KF2 MAC-10 (8).jpg|thumb|none|600px|Pulling the charging handle on the speed-reload; this happens last instead of first as done in the normal animation.]]&lt;br /&gt;
&lt;br /&gt;
== M1928 Thompson ==&lt;br /&gt;
Brought back with the &amp;quot;Twisted Christmas: Seasons Beatings&amp;quot; update for December 2018, the [[M1928 Thompson]] is available to the Commando and SWAT perks. It feeds from the signature 50-round drum magazines, and is capable of either semi-automatic or full-automatic fire.&lt;br /&gt;
[[Image:M1928.jpg|thumb|none|400px|M1928 &amp;quot;Tommy Gun&amp;quot; with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (1).jpg|thumb|none|600px|Holding the Tommy Gun in-game.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (2).jpg|thumb|none|600px|Looking down the sights at a deranged gingerbread man.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (3).jpg|thumb|none|600px|Checking the drum magazine reveals a lone .45 ACP round.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (4).jpg|thumb|none|600px|The charging handle is correctly pulled back first when reloading from empty.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (5).jpg|thumb|none|600px|Inserting a new drum mag, basically the same procedure as ammo checking other than the drum is taken offscreen and replaced with another.]]&lt;br /&gt;
[[File:KF2 ThompsonM1928 (6).jpg|thumb|none|600px|Inspecting the other sides of the SMG show that the bolt is always locked forward though.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support Perk, who spawns with it already in his inventory, and can occasionally be found on the ground during a wave. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player with his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube.]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500.]]&lt;br /&gt;
[[File:KF2 M500 ads.jpg|thumb|none|600px|Aiming with the muzzle brake's bead sight.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity similarly to the first game, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.]]&lt;br /&gt;
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]]&lt;br /&gt;
[[file:KF2 M4 Super 90 reloading2.jpg|thumb|600px|none|...then loading the rest in the magazine tube.]]&lt;br /&gt;
[[File:KF2 Benelli M4 ads.jpg|thumb|none|600px|Aiming through the micro red dot.]]&lt;br /&gt;
&lt;br /&gt;
== Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will still show the character extracting and dropping both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|DJ Scully shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[File:KF2 Boomstick ADS.jpg|thumb|none|600px|Aiming the Boomstick.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 ==&lt;br /&gt;
The [[AA-12]] is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range in one of the game's beta advertisements from the first game.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Another player, having cunningly disguised his AA-12 as a tree to better blend into the streets of a burning Paris, lulls a Scrake into a false sense of security.]]&lt;br /&gt;
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds. Note the digital camouflage.]]&lt;br /&gt;
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first ''Killing Floor''.]]&lt;br /&gt;
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]]&lt;br /&gt;
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. Also, occasionally the bolts of weapons will glitch out from Zed Time; in the case of the AA-12, the bolt will lock closed as it used to be.]] &lt;br /&gt;
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.]] &lt;br /&gt;
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]]&lt;br /&gt;
[[File:KF2 AA-12 ads.jpg|thumb|none|600px|Aiming reveals the front sight is a bit low, not that it really matters when using an automatic shotgun in the apocalypse.]]&lt;br /&gt;
&lt;br /&gt;
== Saiga 12 variant ==&lt;br /&gt;
A heavily stylized [[Saiga 12]] variant appears as a paid DLC weapon, under the name of &amp;quot;S-12 Shockgun&amp;quot;. Holds 10 rounds in a magazine, it has an interesting alt fire where it releases a 360 degree shockwave. Convenient for the player if they were to get swarmed. The electrical component has its own ammo supply, like the underslung M203 on the M16A4. It also must be reloaded. &lt;br /&gt;
[[File:Kalashnikov USA KHAOS.jpg|thumb|450px|none|Kalashnikov USA KHAOS - 12 gauge]]&lt;br /&gt;
[[File:Saiga12new.jpg|thumb|450px|none|Saiga-12 (IZ-109) - 12 gauge]]&lt;br /&gt;
[[File:KF2-S12Render.jpg|600px|thumb|none|Official render of the S-12. Note the fitted mag well, side charger like on ei or personally modified models, and the trigger assembly positioned like how it is with the in-line stocked/gripped variants.]]&lt;br /&gt;
[[File:KF2-S12 (1).jpg|600px|thumb|none|P.C. Briar with his Saiga thing.]]&lt;br /&gt;
[[File:KF2-S12 (2).jpg|600px|thumb|none|One of the inspect/idle animations has him playing around with the battery on the discharge capacitor (I think?).]]&lt;br /&gt;
[[File:KF2-S12 (3).jpg|600px|thumb|none|Holding it out to get a look at the left side.]]&lt;br /&gt;
[[File:KF2-S12 (4).jpg|600px|thumb|none|And now the right side, note the absense of a standard AK style charging handle.]]&lt;br /&gt;
[[File:KF2-S12 (5).jpg|600px|thumb|none|It has some really barebones, pistol style sights. At least it doesn't matter too much, as far as shotguns are concerned.]]&lt;br /&gt;
[[File:KF2-S12 (6).jpg|600px|thumb|none|Reloading the S-12. Has a very unusually small 12 gauge shell inside the magazine. Wouldn't be the [[Battlefield:_Bad_Company#Saiga_12K|first]] [[Battlefield:_Bad_Company_2#Izhmash_Saiga_12K|time]] this happened.]]&lt;br /&gt;
[[File:KF2-S12 (7).jpg|600px|thumb|none|Inserting the new mag.]]&lt;br /&gt;
[[File:KF2-S12 (8).jpg|600px|thumb|none|After discharging a shockwave, Briar ejects the battery. ]]&lt;br /&gt;
[[File:KF2-S12 (9).jpg|600px|thumb|none|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 ==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Gun's sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a &amp;quot;Dragon's Breath&amp;quot; shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.]]&lt;br /&gt;
&lt;br /&gt;
== Standard Manufacturing DP-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears in game as the slightly modified 'HZ-12 Multi-Action' shotgun in the Support's arsenal. Introduced in the 2017 Summer Sideshow update, it is an alternate Tier 2 weapon, alongside the Double-barrel Boomstick, costing £750. The primary difference from the real weapon, like the version of the KSG-12 added to the first game, is the replacement of the twin 7+1 tube magazines with a single 16-round detachable box magazine, with two separate stacks for feeding the inline barrels. This means that all rounds are resupplied in one action to make reloading from empty faster, but also means that quicker top-ups after only a few shells are impossible, unlike its real-life counterpart.&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|500px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[Image:KF2-HZ12-1.jpg|thumb|600px|none|Profile view of the HZ12 Multi Action.]]&lt;br /&gt;
[[Image:KF2-HZ12-2.jpg|thumb|600px|none|Performing a mag check, clearly showing the two stacks for feeding the two separate barrels. This weapon, and its real-life counterpart's method of feeding two barrels from two mags, is at odds with the design of other bullpup shotguns, such as the [[Kel-Tec KSG]] and [[UTAS UTS-15]], which feed from two mag tubes into a single barrel.]]&lt;br /&gt;
[[Image:KF2-HZ12-3.jpg|thumb|600px|none|Lt. Masterson performing a brass check, showing the Horzine-branded shells loaded.]]&lt;br /&gt;
[[Image:KF2-HZ12-ADS.jpg|thumb|600px|none|Aiming down the weapon's sights. Note that the sights are misaligned, an error which was fixed in a later update.]]&lt;br /&gt;
[[Image:KF2-HZ12-Firing.jpg|thumb|600px|none|The gun in mid-recoil. The HZ12 fires 10 pellets per shot, making it one of the more powerful shotguns. However, it has a wider spread, making it less effective at range.]]&lt;br /&gt;
[[Image:KF2-HZ12-Pump.jpg|thumb|600px|none|Correct to the real steel's mode of operation, the user only re-chambers two fresh shells after two are expended. However, someone on the dev team apparently didn't tell the effects guy that the weapon used a new shell texture, instead reusing the red shells of the M4 and AA12.]]&lt;br /&gt;
[[Image:KF2-HZ12-Reload.jpg|thumb|600px|none|Lt. Masterson reloads his weapon during a break in combat.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1894]] is a returning rifle from the original ''Killing Floor''. Designed for the Sharpshooter and first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff as part of the &amp;quot;Revenge of the Zeds&amp;quot; update on April 7 2016. It shares similar characteristics to the version from the original game, though its power has been reduced somewhat, its magazine capacity has been increased to 12 rounds, and it utilizes a standard rear sight rather than the rear tang peep sight it originally had (though its image in the Trader's menu still shows it with that peep sight).&lt;br /&gt;
&lt;br /&gt;
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30]]&lt;br /&gt;
&lt;br /&gt;
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The render for the Winchester 1894.]]&lt;br /&gt;
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.]] &lt;br /&gt;
[[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] &lt;br /&gt;
[[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] &lt;br /&gt;
[[File:KF2 M1894 reloading1.jpg|thumb|600px|none|Reloading. About to insert a round in the chamber...]] &lt;br /&gt;
[[File:KF2 M1894 reloading2.jpg|thumb|600px|none|...and then loading the rest in the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 464 SPX Centerfire==&lt;br /&gt;
A Mossberg 464 SPX Centerfire with a red-dot sight was introduced in the 2017 Summer Sideshow event, being an alternate Tier-2 weapon for the Sharpshooter, alongside the existing Crossbow.&lt;br /&gt;
[[File:Mossberg464spx.jpg|thumb|none|500px|Mossberg Model 464 SPX - .30-30 WCF]]&lt;br /&gt;
[[File:KF2-SPX464-1.jpg|thumb|600px|none|Profile view of the SPX 464.]]&lt;br /&gt;
[[File:KF2-SPX464-2.jpg|thumb|600px|none|Briar performs a brass check. Unfortunately, the extractor appears to have failed on him.]]&lt;br /&gt;
[[File:KF2-SPX464-3.jpg|thumb|600px|none|&amp;quot;Oh well, even if it is broken, it'll make a nice piece on the wall.&amp;quot; Briar sighs as he examines his broken weapon from the left...]]&lt;br /&gt;
[[File:KF2-SPX464-4.jpg|thumb|600px|none|...and then the right.]]&lt;br /&gt;
[[File:KF2-SPX464-5.jpg|thumb|600px|none|Briar racks the action open again just to check he wasn't going crazy in his old age. He wasn't. Sadly.]]&lt;br /&gt;
[[File:KF2-SPX464-ADS.jpg|thumb|600px|none|Aiming through the red-dot sight. If lever-action purists didn't already vomit at the sight of this modernised interpretation of a classic, then the use of an optic on it will seal the deal.]]&lt;br /&gt;
[[File:KF2-SPX464-AimingFire.jpg|thumb|600px|none|It's now or never, though. Briar takes aim, fires, and cycles. Luckily, game mechanics kicked in and the extractor is working again.]]&lt;br /&gt;
[[File:KF2-SPX464-Fire.jpg|thumb|600px|none|Overjoyed, Briar takes a few unaimed shots at the colourful Sideshow horde in celebration that he is not doomed.]]&lt;br /&gt;
[[File:KF2-SPX464-Reload1.jpg|thumb|600px|none|After running dry, Briar opens the action and prepares to load a round directly into the chamber.]]&lt;br /&gt;
[[File:KF2-SPX464-Reload2.jpg|thumb|600px|none|After that, he tops-up the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
Added in the &amp;quot;Yuletide Horror&amp;quot; update as a paid DLC weapon, the [[Mosin-Nagant M91/30]] is an available rifle for the Sharpshooter, with its main distinction (aside from being the game's only normal repeating turnbolt-action) being increased melee damage, courtesy of its permanently-attached spike bayonet.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|500px|Mosin-Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:KF2 Mosin Render.jpg|thumb|none|600px|An official promo render of the Mosin, showing off the bayonet. And the rather well-polished finish.]]&lt;br /&gt;
[[File:KF2 Mosin (1).jpg|thumb|none|600px|As with the Barrett M99, the user turns down the bolt fully when drawing the Mosin-Nagant.]]&lt;br /&gt;
[[File:KF2 Mosin (2).jpg|thumb|none|600px|Rev. Alberts with the Mosin rifle.]]&lt;br /&gt;
[[File:KF2 Mosin (3).jpg|thumb|none|600px|Sighting in the 91/30.]]&lt;br /&gt;
[[File:KF2 Mosin (4).jpg|thumb|none|600px|Cycling the bolt in Zed time.]]&lt;br /&gt;
[[File:KF2 Mosin (5).jpg|thumb|none|600px|Reloads are always done with full stripper clips, although only the correct number of cartridges are loaded in when not-empty.]]&lt;br /&gt;
[[File:KF2 Mosin (6).jpg|thumb|none|600px|The Reverend then removes and flicks aside the clip. With the speed reload, it is quickly shoved out.]]&lt;br /&gt;
[[File:KF2 Mosin (7).jpg|thumb|none|600px|Chamber-checking the Mosin.]]&lt;br /&gt;
[[File:KF2 Mosin (8).jpg|thumb|none|600px|Giving a porcine clot the appropriate pig-sticking with the bayonet.]]&lt;br /&gt;
[[File:KF2 Mosin (9).jpg|thumb|none|600px|Here, Strasser shows the speed reload, where the stripper clip is grabbed first and then the action is opened.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[L85A2]] is the second weapon for the Сommando Perk. It replaces the [[L22A2]] from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines. Interestingly, it has the knob-shaped charging handle of the [[L85A1]] instead of the comma shaped A2 style charging handle. It doesn't appear to be an actual A1 however, as it has the magazine-release fencing of the A2.&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO. Note the shape of the charging handle in comparison to the A2.]]&lt;br /&gt;
[[File:KF2 L85A1 holding.jpg|thumb|600px|none|The player character holds his L85A2 whilst enjoying the view.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse.jpg|thumb|600px|none|Fearing the rain will make the gun all wet, he puts it away. Here the mag-release fencing is obvious.]]&lt;br /&gt;
[[File:KF2 L85A1 diverse1.jpg|thumb|600px|none|The L85A2 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.]]&lt;br /&gt;
[[File:KF2 L85A2 misc2.jpg|thumb|600px|none|The player character fondling the EOtech sight for some reason.]]&lt;br /&gt;
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]&lt;br /&gt;
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape.]]&lt;br /&gt;
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Inserting a new mag. The bolt is not properly depicted as looking back.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12]] is the third Commando Perk weapon and replaces the [[AK-47#AIMR|AIMR]] from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|500px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:KF AK12 holding.jpg|thumb|600px|none|According to the game, the AK-12 was found on a dead Spetsnaz soldier.]]&lt;br /&gt;
[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike many games where they are loaded with nothing or flat textures.]]&lt;br /&gt;
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]]&lt;br /&gt;
[[File:KF2 AK12 reloading1.jpg|thumb|600px|none|The basic reload animation of the AK-12 shows the player character kicking out the dry magazine with the new one.]] &lt;br /&gt;
[[File:KF2 AK12 reloading2.jpg|thumb|600px|none|With the &amp;quot;Tactical reload&amp;quot; perk however, the character knocks out the magazine with his or her thumb and ''then'' proceeds to grab a fresh mag. ]]&lt;br /&gt;
&lt;br /&gt;
== Haenel MKb 42(H) ==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game, originally dual-wielded by Doctor Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his &amp;quot;Twin Vipers&amp;quot; on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As of the October 2018 &amp;quot;Halloween Horrors: Monster Masquerade Update,&amp;quot; the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance. &lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]]&lt;br /&gt;
[[File:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]&lt;br /&gt;
[[File:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]&lt;br /&gt;
[[File:KF2_MKb_Render.jpg|thumb|none|600px|An officially-released render of the MKb.]]&lt;br /&gt;
[[File:KF2 MKb42 (1).jpg|thumb|none|600px|Strasser holds his hard-earned and trusty MKb 42(H) near the starting area of the Halloween map.]]&lt;br /&gt;
[[File:KF2 MKb42 (2).jpg|thumb|none|600px|A look down the iron sights.]]&lt;br /&gt;
[[File:KF2 MKb42 (3).jpg|thumb|none|600px|Mid-reloading the MKb 42; pressing the invisible magazine release.]]&lt;br /&gt;
[[File:KF2 MKb42 (4).jpg|thumb|none|600px|The normal empty reload is performed in an HK-like manner.]]&lt;br /&gt;
[[File:KF2 MKb42 (5).jpg|thumb|none|600px|Inserting a fresh 8mm Kurz magazine.]]&lt;br /&gt;
[[File:KF2 MKb42 (6).jpg|thumb|none|600px|Palming the charging handle and bolt forward.]]&lt;br /&gt;
[[File:KF2 MKb42 (7).jpg|thumb|none|600px|The fast tactical reload, which shows off the rendered cartridges in the mags.]]&lt;br /&gt;
[[File:KF2 MKb42 (8).jpg|thumb|none|600px|Pulling the charging handle in a more generic way at the end of a fast empty reload.]]&lt;br /&gt;
[[File:KF2 MKb42 (9).jpg|thumb|none|600px|Looking down the right side of the Haenel MKb.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer SIG556R ==&lt;br /&gt;
The &amp;quot;Halloween Horrors: Monster Masquerade Update&amp;quot; of October 2018 added, among other things, the &amp;quot;HMTech 501 Grenade Rifle&amp;quot;. Unlike the Medic's other HMTech 01-series weapons (which are all the same fictional pistol in increasingly massive carbine stocks, apart from the pistol itself), the 501 appears to be a heavily-modified [[SIG-Sauer SIG556|SIG-Sauer SIG556R]], fitted with an underslung [[FN EGLM]]. This is another critical difference from the Medic's other weapons: unlike the rest, which have a secondary option to fire ally-healing darts, the 501 can instead fire (apparently caseless) grenades; these work the same way as the Medic's hand grenades, releasing gas that harms enemies and heals allies. It is fitted with the same red-dot sight as the other HMTech weapons, complete with ammo counter; other notable features include a thumbhole stock, a 30-round magazine that resembles a shrunken, stretched-out 7.62x39mm [[AK]] magazine, and a reciprocating, left-side-mounted charging handle. Interestingly, when the rifle portion is reloaded, the grenade launcher's barrel slides forward and the body drops down, returning to place when the new magazine is inserted; on an empty reload, the charging handle also locks itself back until a new magazine is inserted. The EGLM is reloaded much the same way as the [[M203]] below.&lt;br /&gt;
[[File:SIG SG 556R.jpg|thumb|none|450px|SIG-Sauer SIG556R - 7.62x39mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[File:KF2 501 Render.jpg|thumb|none|600px|An officially-released render of the HMTech-501.]]&lt;br /&gt;
[[File:KF2 HM501 (1).jpg|thumb|none|600px|The HMTech-501 ingame.]]&lt;br /&gt;
[[File:KF2 HM501 (2).jpg|thumb|none|600px|Aiming down the generic reflex sight model used all the medic's weapons.]]&lt;br /&gt;
[[File:KF2 HM501 (3).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:KF2 HM501 (4).jpg|thumb|none|600px|Reloading the 501.]]&lt;br /&gt;
[[File:KF2 HM501 (5).jpg|thumb|none|600px|Reloading a healing grenade into the EGLM.]]&lt;br /&gt;
[[File:KF2 HM501 (6).jpg|thumb|none|600px|Playing around with the grenade launcher's handguard.]]&lt;br /&gt;
[[File:KF2 HM501 (7).jpg|thumb|none|600px|Looking at the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[G36C]] is available exclusively to the SWAT perk as a paid DLC weapon added in September 2022. It is the only assault rifle in the SWAT's arsenal, as well as the only one that has maximum penetration stats, making it the most ideal weapon to deal with armored zeds, such as rioters. It comes with a suppressor, as seen on most SWAT weapons. It also features a laser sight, like the M14 EBR. However, the weapon itself was criticized among the community for its horrid animations, and seemingly low quality model and texture work; especially when compared to the rest of the weapons with quality animations available in the game.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|H&amp;amp;K G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF2-G36C (1).jpg|600px|thumb|none|The G36C in all its unfortunate low quality inglory. Despite this, it actually is one of the best weapons available.]]&lt;br /&gt;
[[File:KF2-G36C (2).jpg|600px|thumb|none|Looking down one of the many (and low quality) Ultradot Pan AV red dot clones.]]&lt;br /&gt;
[[File:KF2-G36C (3).jpg|600px|thumb|none|&amp;quot;Because you suck, and we hate you.&amp;quot; - Love, H&amp;amp;K Marketing Department]]&lt;br /&gt;
[[File:KF2-G36C (4).jpg|600px|thumb|none|Stiffly, and awkardly checking the chamber for brass. Any further, and the round's probably going to eject.]]&lt;br /&gt;
[[File:KF2-G36C (5).jpg|600px|thumb|none|Awkwardly performing an ersatz &amp;quot;Spetsnaz&amp;quot; reload. This is just an eye sore, if I'm honest.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] incorrectly utilizing thirty-round STANAGs (as seen only on the G2 variant) under the name of &amp;quot;FAMAS Masterkey&amp;quot;. As the name implies, it is fitted with an underslung magazine fed shotgun. It was added in 2021 also as a paid DLC weapon, the shotgun is incorrectly referred to as an &amp;quot;M26&amp;quot; in the weapon's description when viewed in the trader pod. This time around it is a cross perk weapon between the Commando and Support perks. The shotgun itself is based on a Remington 870 TAC 14 DM with some design liberties taken with it   &lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:Kf2 FAMASMasterkey render.jpg|600px|thumb|none|Official render of the &amp;quot;FAMAS Masterkey&amp;quot;. ]]&lt;br /&gt;
[[File:KF2-FAMAS (1).jpg|600px|thumb|none|Masterson out in the cold with his decked out Clarion. ]]&lt;br /&gt;
[[File:KF2-FAMAS (2).jpg|600px|thumb|none|Like the G36C, this weapon used to be victim of horrid animations, but it was fortunately redone, slightly. Still doesn't make it any less awkward though, as seen with this brass check here.]]&lt;br /&gt;
[[File:KF2-FAMAS (3).jpg|600px|thumb|none|Masterson playing with the turret cap on his ACOG. A bit better, the original legacy animation had the sight freely moving up and down the rail.]]&lt;br /&gt;
[[File:KF2-FAMAS (4).jpg|600px|thumb|none|Side view of the combo. Interesting design choice, it's unknown why they did not have a proper M26 MASS model intended for it.]]&lt;br /&gt;
[[File:KF2-FAMAS (5).jpg|600px|thumb|none|Aim down the ACOG, effectively recycled from the M14 EBR and the FAL. The more the merrier, you know.]]&lt;br /&gt;
[[File:KF2-FAMAS (6).jpg|600px|thumb|none|Doing a standard reload on the FAMAS. Nothing too special.]]&lt;br /&gt;
[[File:KF2-FAMAS (7).jpg|600px|thumb|none|Giving the STANAG a good bump to make sure it's fully seated.]]&lt;br /&gt;
[[File:KF2-FAMAS (8).jpg|600px|thumb|none|Dropping the empty magazine.]]&lt;br /&gt;
[[File:KF2-FAMAS (9).jpg|600px|thumb|none|Charging the weapon, though it doesn't look like he's even making contact with it.]]&lt;br /&gt;
[[File:KF2-FAMAS (10).jpg|600px|thumb|none|Finishing up with the contactless charge.]]&lt;br /&gt;
[[File:KF2-FAMAS (11).jpg|600px|thumb|none|Firing the underslung Remington 870.]]&lt;br /&gt;
[[File:KF2-FAMAS (12).jpg|600px|thumb|none|Working the action, no different than any other pump action shotgun.]]&lt;br /&gt;
[[File:KF2-FAMAS (13).jpg|600px|thumb|none|Dropping the 12g box magazine.]]&lt;br /&gt;
[[File:KF2-FAMAS (14).jpg|600px|thumb|none|Inserting a fresh box of lead shot, maybe even steel shot? It's a mystery special.]]&lt;br /&gt;
[[File:KF2-FAMAS (15).jpg|600px|thumb|none|Performing an empty reload.]]&lt;br /&gt;
[[File:KF2-FAMAS (16).jpg|600px|thumb|none|Pushing the action forward, chambering the new shell.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] fitted with an [[M203 grenade launcher]] was added in the &amp;quot;Tactical Response&amp;quot; update for the &amp;quot;Demolitionist&amp;quot; class. It is set up similarly to the Demolitionist version of the M4A1 from the first game, using the same MATech flip-up BUIS and Magpul MIAD pistol grip.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his [[Scarface_(1983)#Colt_AR-15_with_Fake_M203_grenade_launcher_.28a.k.a._.22My_Little_Friend.22.29|little friend]] to HELL!]] &lt;br /&gt;
[[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. The rear sight is a MATech flip peep sight.]] &lt;br /&gt;
[[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] &lt;br /&gt;
[[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] &lt;br /&gt;
[[File:KF2 M16 reloading2.jpg|thumb|600px|none|Pulling the charging handle in a very awkward way to chamber a new round. The reload animation for this rifle is reused from the &amp;quot;Varmint rifle&amp;quot;.]] &lt;br /&gt;
[[File:KF2 M16 reloading GL.jpg|thumb|600px|none|Reloading the M203. Despite using the same 40mm grenades, the M203 has a noticeably lower AoE than the M79. Note the star on the magwell with &amp;quot;BLACK STAR&amp;quot; written next to it.]]&lt;br /&gt;
[[File:KF2 M16 misc2.jpg|thumb|600px|none|Unequpping the weapon shows of the Magpul MIAD grip. While difficult to make out, the markings on the receiver read &amp;quot;BLACK STAR WEAPONS DIVISON&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles &amp;amp; Sniper Rifles=&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Yet another weapon returning from the first game, the [[Barrett M99]] was introduced with &amp;quot;The Summer Sideshow: Treacherous Skies&amp;quot; update in June 2018. When equipping the Barrett, the player character sets the bolt handle fully down; when putting it away, the character quickly unlocks and disengages the bolt handle, possibly as an added safety measure or just to look flashy.&lt;br /&gt;
[[File:Barrett m99-1.jpg|thumb|none|500px|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF2 M99 (1).jpg|thumb|none|601px|Donovan catches a lull in the action, M99 in hand.]]&lt;br /&gt;
[[File:KF2 M99 (2).jpg|thumb|none|601px|Sighting in a steampunk zed with the scope.]]&lt;br /&gt;
[[File:KF2 M99 (3).jpg|thumb|none|600px|Reloading the single-shot rifle with another .50 BMG cartridge.]]&lt;br /&gt;
[[File:KF2 M99 (4).jpg|thumb|none|600px|Pushing the bolt home.]]&lt;br /&gt;
[[File:KF2 M99 (5).jpg|thumb|none|600px|Idle animation of the Barrett; checking the chamber.]]&lt;br /&gt;
[[File:KF2 M99 (6).jpg|thumb|none|600px|In another animation, Scully twirls another fifty-caliber round around his fingers.]]&lt;br /&gt;
[[File:KF2 M99 (7).jpg|thumb|none|600px|Speed-reloading of the M99 with a fresh round in hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL ==&lt;br /&gt;
The [[FN FAL]] also makes a return from the first game in the 2018 &amp;quot;Halloween Horrors: Monster Masquerade Update.&amp;quot; It retains the ACOG scope, and compared to the Mark 14 EBR, it has select fire functionality and starts with one more extra mag's worth of ammo at the expense of having slightly less damage and the full-auto recoil is severe.&lt;br /&gt;
[[Image:DSA SA58 with 18'' barrel.jpg|none|thumb|500px|DSA SA58 FAL with 18&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2 FAL Render.jpg|thumb|none|600px|An officially-released render of the FAL.]]&lt;br /&gt;
[[File:KF2 FAL (1).jpg|thumb|none|600px|The FAL in-game, looking for zeddies to slot. Note that it has black furniture now as opposed to the wooden parts in the first installment.]]&lt;br /&gt;
[[File:KF2 FAL (2).jpg|thumb|none|600px|Aiming down the ACOG scope, basically the same as the Mk 14's.]]&lt;br /&gt;
[[File:KF2 FAL (3).jpg|thumb|none|600px|Checking one of the twenty-round magazines while watching DJ Count Volter.]]&lt;br /&gt;
[[File:KF2 FAL (4).jpg|thumb|none|600px|The tactical mid-reload.]]&lt;br /&gt;
[[File:KF2 FAL (5) mwstore strikes back again.jpg|thumb|none|600px|Offering some zeds an empty FAL mag.]]&lt;br /&gt;
[[File:KF2 FAL (6).jpg|thumb|none|600px|Jamming in a new one.]]&lt;br /&gt;
[[File:KF2 FAL (7).jpg|thumb|none|600px|Pulling the charging handle; this is also one of the idle animations.]]&lt;br /&gt;
[[File:KF2 FAL (8).jpg|thumb|none|600px|Right side of the right arm of the uninfected world.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H CQC (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A pre-release screenshot of the SCAR-H.]]&lt;br /&gt;
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]]&lt;br /&gt;
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Brass checking the SCAR. Note that the magazine release button is just a flat texture.]]&lt;br /&gt;
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:KF2 SCAR misc3.jpg|thumb|600px|none|A SCAR-H being 3D printed at the dosh sink.]]&lt;br /&gt;
[[File:KF2 SCAR portrait.jpg|thumb|none|600px|A painting found on the second-to-last stage of &amp;quot;Nightmare&amp;quot; shows two soldiers armed with SCAR-Hs, one with a clown face imposed over his head.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 EBR ==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army &amp;quot;M14 EBR&amp;quot; like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) and permanently powered on rather than acting as a toggle function to force a laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG is attached above the action.&lt;br /&gt;
[[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the above there is no laser aiming module present here, it apparently being a last-minute addition to the model.]]&lt;br /&gt;
[[file:KF2-M14EBR.jpg|thumb|600px|none|Idle with the Mk 14 Mod 0, showing the always-active laser.]]&lt;br /&gt;
[[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green &amp;quot;dot &amp;amp; horseshoe&amp;quot; reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]]&lt;br /&gt;
[[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] &lt;br /&gt;
[[File:KF2 Mk14 imfdbstopbeingdumb.jpg|thumb|600px|none|Empty-reloading without the &amp;quot;Tactical Reload&amp;quot; perk. Beginning with very violently throwing away the dry mag, causing it to spin all over the place.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading2.jpg|thumb|600px|none|Then not so violently rocking in a fresh mag.]] &lt;br /&gt;
[[File:KF2 Mk14 reloading3.jpg|thumb|600px|none|Chambering a new round. Like in many games, the bolt is not depicted as locking back.]]&lt;br /&gt;
[[file:KF2 Mk14 (1).jpg|thumb|none|600px|The speed-reload skill gives the EBR a full reload much like the AS VAL in [[Battlefield 4]].]]&lt;br /&gt;
[[file:KF2 Mk14 (2).jpg|thumb|none|600px|Note the just knocked out, empty magazine.]]&lt;br /&gt;
[[file:KF2 Mk14 (3).jpg|thumb|none|600px|Withdrawing the Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
Another weapon brought over from the first game, the [[Milkor MGL]] was made available to the Demolitions perk with the &amp;quot;Twisted Christmas: Season's Beatings&amp;quot; update, under the &amp;quot;M32 MGL&amp;quot; designation. It appears to mount a Meprolight M21 reflex sight.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF2 M32 MGL (1).jpg|thumb|none|600px|The Milkor MGL inside of Santa's workshop.]]&lt;br /&gt;
[[File:KF2 M32 MGL (2).jpg|thumb|none|600px|About to deal with a couple of &amp;quot;naughties&amp;quot; by sending them some 40mm presents with aid of the reflex sight.]]&lt;br /&gt;
[[File:KF2 M32 MGL (3).jpg|thumb|none|600px|Twisting the cylinder in one of the idle animations.]]&lt;br /&gt;
[[File:KF2 M32 MGL (4).jpg|thumb|none|600px|Reloading the MGL. Spent rounds are dumped offscreen.]]&lt;br /&gt;
[[File:KF2 M32 MGL (5).jpg|thumb|none|600px|Filling up the cylinders.]]&lt;br /&gt;
[[File:KF2 M32 MGL (6).jpg|thumb|none|600px|Checking the right side of the launcher.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk.  An optional skin, available from random loot drops, adds an orange tiger-stripe paint job, which is a homage to the Vietnam War movie ''[[Apocalypse Now]]''.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79's iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
[[File:KF2 M79 misc.jpg|thumb|600px|none|A better look at the tiger-stripe paint job. [[Apocalypse Now#M79 grenade launcher|They're close....]]]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in ''Killing Floor 2'' as the &amp;quot;Rocket Launcher&amp;quot; and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|500px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:KF2 RPG7 holding.jpg|thumb|600px|none|The player character holding the RPG while standing around in a port in Denmark.]]&lt;br /&gt;
[[File:KF2 RPG7 misc.jpg|thumb|600px|none|Twirling the grenade.]]&lt;br /&gt;
[[File:KF2-RPG-7.jpg|thumb|600px|none|Mr Foster, loading another Rocket into the RPG-7]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== General Dynamics XM301 ==&lt;br /&gt;
&lt;br /&gt;
The [[XM301|General Dynamics XM301]] appears as a weapon for the Patriarch Boss that was added in the &amp;quot;Return of the Patriarch&amp;quot; update (as one might guess). It is fed from what can only be explained as a &amp;quot;Horzine ammo cache&amp;quot; from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.&lt;br /&gt;
&lt;br /&gt;
[[File:XM301b.jpg|thumb|500px|none|General Dynamics XM301 - 20x102mm. This variant was developed for the RAH-66 Comanche, and never entered production.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pew.jpg|thumb|600px|none|A render of the Patriarch, The XM301 is attached to his mechanical arm.]]&lt;br /&gt;
[[File:KF2 GAU 19A misc.jpg|thumb|600px|none|The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the XM301, however that works.]] &lt;br /&gt;
[[File:KF2 GAU 19A misc2.jpg|thumb|600px|none|ditto]] &lt;br /&gt;
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|The Patriarch charges at a player character.]]&lt;br /&gt;
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted XM301, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.]]&lt;br /&gt;
[[File:KF2 XM301 (1).jpg|thumb|none|600px|The stubby XM301 on display on one stage of the &amp;quot;Biolapse&amp;quot; level.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
The [[Stoner 63]] was added with &amp;quot;The Descent&amp;quot; update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|500px|none|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[File:KF2 Stoner 63.jpg|none|600px|thumb|Render of the Stoner 63 released before the update.]]&lt;br /&gt;
[[File:KF2 Stoner holdingg.jpg|thumb|600px|none|Briar sneaking through a fallout shelter on the &amp;quot;Nuked&amp;quot; map.]] &lt;br /&gt;
[[File:KF2 Stoner ironss.jpg|thumb|600px|none|Sighting up a Husk.]] &lt;br /&gt;
[[File:KF2 Stoner misc1.jpg|thumb|600px|none|Briar unleashing a shower of lead in ZED time.]] &lt;br /&gt;
[[File:KF2 Stoner reloading1.jpg|thumb|600px|none|Reloading. After pulling the charging handle (which is positioned on the bottom of the handguard) the top cover is lifted and the empty box mag pulled out.]] &lt;br /&gt;
[[File:KF2 Stoner reloading2.jpg|thumb|600px|none|Inserting a new magazine.]] &lt;br /&gt;
[[File:KF2 Stoner reloading3.jpg|thumb|600px|none|Positioning the belt.]] &lt;br /&gt;
[[File:KF2 Stoner misc2.1.jpg|thumb|600px|none|Taking a peek at the right side of the LMG, showing off the belt full of 5.56.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] appears under the name of &amp;quot;MG3 Shredder&amp;quot;, added in the Halloween 2023 &amp;quot;Hans Last Stand&amp;quot; update. Available to the Commando perk, like the Stoner 63, it's the closest one can get to playing Rambo. It deals a bit more damage but has the same magazine size as the Stoner. It has an unusual alternative mode where it has the weapon shoot excluisvely in a horizontal spread, while using up three times the ammo in the user's belt box.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Kf2-mg3render.jpg|600px|thumb|none|Official render of the MG3 Shredder. Note the slightly shortened barrel and shroud - while the latter still has six vent holes, they start immediately after the end of the receiver. The barrel shroud is also oddly widened towards the rear, and the grip panels are made of brown plastic like the earlier [[MG42]].]]&lt;br /&gt;
[[File:KF2-MG3 (1).jpg|600px|thumb|none|Holding the MG3, note the 50 round drum.]]&lt;br /&gt;
[[File:KF2-MG3 (2).jpg|600px|thumb|none|Checking out one side of the &amp;quot;Shredder&amp;quot;.]]&lt;br /&gt;
[[File:KF2-MG3 (3).jpg|600px|thumb|none|And now on to the other. ]]&lt;br /&gt;
[[File:KF2-MG3 (4).jpg|600px|thumb|none|Reloading a partially expended belt.]]&lt;br /&gt;
[[File:KF2-MG3 (5).jpg|600px|thumb|none|Attaching fresh, overloaded 50 round drum that can hold over double its original capacity.]]&lt;br /&gt;
[[File:KF2-MG3 (6).jpg|600px|thumb|none|Flicking the top cover down.]]&lt;br /&gt;
[[File:KF2-MG3 (7).jpg|600px|thumb|none|Despite the stiff animations, at least they have the rounds remaining being tracked.]]&lt;br /&gt;
[[File:KF2-MG3 (8).jpg|600px|thumb|none|Pulling the charging handle, locking the bolt to the rear.]]&lt;br /&gt;
[[File:KF2-MG3 (9).jpg|600px|thumb|none|Starting off the relatively similar reload on an empty drum: Opening the top cover.]]&lt;br /&gt;
[[File:KF2-MG3 (10).jpg|600px|thumb|none|The new drum being attached, and the belt about to be set in the feed tray.]]&lt;br /&gt;
[[File:KF2-MG3 (11).jpg|600px|thumb|none|Closing the top on the new rounds set in the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
== Hand Held M134 Minigun ==&lt;br /&gt;
The Halloween 2020 &amp;quot;Infernal Insurrection&amp;quot; update introduced a hand-held [[M134 Minigun]] for the Commando class. It feeds from attached belt boxes that contain 90 rounds of ammunition and fires at 1200 RPM, tame by the standards for a rotary gun but still a very capable zed-shredder nonetheless. It also cannot be aimed; using the aim function slightly zooms in and winds up the barrels. &lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF2 M134 (1).jpg|thumb|none|600px|Mr. Foster wields a fist of iron on the Hellmark Station map. The first person posture is rather awkward; in third person, the minigun is actually shown wielded in a left-handed posture. Here it appears Foster is either chicken-winging his right arm up or his eyeballs have relocated to his chest.]]&lt;br /&gt;
[[File:KF2 M134 (2).jpg|thumb|none|600px|Inspecting the M134. The barrel cluster spins dramatically; in reality this would let out a burst of fire.]]&lt;br /&gt;
[[File:KF2 M134 (3).jpg|thumb|none|600px|Blasting zeds in classic &amp;quot;Ol' Painless&amp;quot; style.]]&lt;br /&gt;
[[File:KF2 M134 (4).jpg|thumb|none|600px|Reloading the Minigun's belt box drum.]]&lt;br /&gt;
[[File:KF2 M134 (5).jpg|thumb|none|600px|Thumping a crawler zed that has apparently dressed up as Petey Priranha.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== M112 C4 Demolition Pack ==&lt;br /&gt;
C4 explosives are the second-tier primary weapon available to the Demolitionist perk.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
&lt;br /&gt;
== M67 Fragmentation Grenade ==&lt;br /&gt;
Listed as &amp;quot;HE Grenade&amp;quot;, the [[M67 hand grenade]] is the throwable of choice for the Commando and Survivalist perks.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:KF2 M67 (1).jpg|thumb|none|600px|Throwing an M67 in Zed Time, note that the safety lever is still on.]]&lt;br /&gt;
&lt;br /&gt;
== M84 Flashbang Grenade ==&lt;br /&gt;
The SWAT perk utilizes the [[M84 stun grenade]], which will stun Zeds and blow up lower-tier clots that stand too close to its detonation. &lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:KF2 M84flashbang.jpg|thumb|none|600px|Bouncing a Flashbang off a wooden post.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Fragmentation Grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is used by the Support perk. Unlike the M67 &amp;quot;HE&amp;quot; grenades, the &amp;quot;Frag Grenade&amp;quot; throws a shower of shrapnel that will tear through Zeds.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; fragmentation hand grenade]]&lt;br /&gt;
[[File:KF2 Mk2 (1).jpg|thumb|none|600px|Tossing a Mark 2 grenade at some clots.]]&lt;br /&gt;
[[File:KF2 Mk2 (2).jpg|thumb|none|600px|Scully makes a peace-offering to the Fleshpound.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
Doctor Hans Volter also has access to [[Model 24 Stielhandgranate]]s in his arsenal. They vary in function, from being standard high-explosive charges to being used to deploy either harmless smoke or his favorite nerve gas. He generally tosses them out in a cluster around himself to scatter players when surrounded.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate hand grenade]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== 7.5 cm Pak 40 ==&lt;br /&gt;
Downsized [[7.5 cm Pak 40]] AT guns are present on one stage of the &amp;quot;Nightmare&amp;quot; level in a very Stalingrad-like setting.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:KF2 Pak 40.jpg|thumb|none|600px|A downscaled Pak 40 on &amp;quot;Nightmare,&amp;quot; another one can be seen just past its muzzle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
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		<updated>2023-12-04T00:58:25Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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		<updated>2023-12-04T00:46:15Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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		<title>Killing Floor</title>
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		<updated>2023-12-03T23:51:54Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: Just realized the steampunk Jackhammer thing didn't have screenshots, better late than never.&lt;/p&gt;
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&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the Unreal Engine 2.5 owned by Epic Games. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant clone breakout from multiple labs in London run by the biotech company Horzine. Various police and military units are called in to deal with an alleged &amp;quot;protest&amp;quot;, only to find hordes of cloned, mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries, sends various people into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, riot police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader who sells arms and armor to the players, these survivors are sent to various infected locations, from the streets of West London to abandoned Horzine labs to an experimental Moon Base to combat the specimens.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 16 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four given a neon black-and-red or black-and-blue scheme, and four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
All handguns can be dual-wielded.&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a functional weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]] &lt;br /&gt;
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]] &lt;br /&gt;
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel, Killing Floor is a rare game where flipping on weapon mounted lights is animated rather than magically turning on.]] &lt;br /&gt;
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]] &lt;br /&gt;
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:KF M9 reloading3.jpg|thumb|600px|none|Then chambering a round with the slide-release as the Zeds draw ''very'' close.]]&lt;br /&gt;
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]&lt;br /&gt;
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure force of will will.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.&lt;br /&gt;
[[File:Mk23.jpg|none|thumb|350px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the &amp;quot;Hillybilly Horror&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 irons.jpg|thumb|600px|none|The iron sights, the tritium inserts are very useful for most KF maps.]] &lt;br /&gt;
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]] &lt;br /&gt;
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is up, a nice touch. Slightly less nice is the missing texture on the inside of the slide.]] &lt;br /&gt;
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]&lt;br /&gt;
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the &amp;quot;Waterworks&amp;quot; map.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading1.jpg|thumb|600px|none|The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.]] &lt;br /&gt;
[[File:KF MK23 Akimbo reloading2.jpg|thumb|600px|none|The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The &amp;quot;Handcannon&amp;quot; is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the &amp;quot;Transit&amp;quot; map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]] &lt;br /&gt;
[[File:KF DEagle irons.jpg|thumb|600px|none|After finding a magic energy thing, the survivor threatens it with his Desert Eagle's sights.]] &lt;br /&gt;
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]] &lt;br /&gt;
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to Hell.]]&lt;br /&gt;
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the &amp;quot;Filth's Crossing&amp;quot; map.]] &lt;br /&gt;
[[File:KF Model 29 irons.jpg|thumb|600px|none|Checking the sights reveals the classic S&amp;amp;W target sights.]] &lt;br /&gt;
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]] &lt;br /&gt;
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]] &lt;br /&gt;
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, a bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting &amp;quot;Steamland&amp;quot;.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]] &lt;br /&gt;
[[File:ReovlerinKFeatmyshorts.jpg|thumb|600px|none|And vice versa with the left one. Once again the extractor is used.]] &lt;br /&gt;
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
With the 2012 Halloween event came the Community Weapons Pack DLC, which among 3 other weapons added the &amp;quot;Flare Revolver&amp;quot;, a modified [[Colt 1851 Navy]]. As with the other handguns it can be dual-wielded, but unlike the rest it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.&lt;br /&gt;
[[File:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the &amp;quot;Foundry&amp;quot; map.]]&lt;br /&gt;
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective. Also note the uncocked hammer; apparently, among the modifications made to this particular 1851 is a conversion to double-action operation.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder. What exactly is holding the gun shut is never made clear.]]&lt;br /&gt;
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading1.jpg|thumb|600px|none|Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.]]&lt;br /&gt;
[[File:KF Flare Revolver Akimbo reloading2.jpg|thumb|600px|none|...and then the left.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;, was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. Its magazine holds 32 rounds by default. The MP5M is a solid SMG for any medic, with its easy to read sight, high capacity, and plentiful back-up ammo only nullified with a rather weak damage per shot and a long reload time. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|500px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MP5 irons.jpg|thumb|600px|none|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading by pulling back the charging handle.]]&lt;br /&gt;
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one. Cool as it looks, this wouldn't work in reality due to how deeply-seated the magazine is.]]&lt;br /&gt;
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with an HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;. Note that the fire-selector is on burst.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
The first of the Medic Perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.&lt;br /&gt;
[[File:Original MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game ''Portal''.]]&lt;br /&gt;
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]&lt;br /&gt;
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading by dropping out the empty mag.]]&lt;br /&gt;
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has. While not visible here, the magazine does have cartridges modeled in it, though the fact that they aren't visible from here demonstrates that they're seated rather too deeply.]]&lt;br /&gt;
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first was the M1A1 added in in the first of four Community Pack DLC weapons.&lt;br /&gt;
&lt;br /&gt;
The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', and is named the &amp;quot;Rising Storm Tommy Gun&amp;quot;. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds, upgrading to 62 when fully leveled) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, very heavy recoil, especially when hip-fired, and the fact you have to own ''Rising Storm'', a completely different game, to actually use it.&lt;br /&gt;
&lt;br /&gt;
The second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to in full as &amp;quot;Dr. John T. Thompson's Lead Delivery System&amp;quot;, and loads from drums that hold 40 rounds instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and an even slower reload. &lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|450px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]] &lt;br /&gt;
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top notch rather than the lower peep, which would normally mean the shots would go high as thats the 150 yard setting.]] &lt;br /&gt;
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading, first by pulling out the magazine without actually using the mag-release.]] &lt;br /&gt;
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]] &lt;br /&gt;
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]] &lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with brass finish, various gears, and steampunk swooshes.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]&lt;br /&gt;
[[File:KF MAC10 irons.jpg|thumb|600px|none|Eyeing up a frozen elf with the cramped MAC-10 sights.]]&lt;br /&gt;
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]&lt;br /&gt;
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading by pulling out the magazine without touching the magazine catch.]]&lt;br /&gt;
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means &amp;quot;Zed Cutter&amp;quot; in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload. It is one of the four weapons given a neon-themed version with the Neon Weapons Pack, given an overall black finish with bright blue highlights, including a medic cross printed on the magwell.&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the &amp;quot;Clandestine&amp;quot; map.]] &lt;br /&gt;
[[File:KF Vector irons.jpg|thumb|600px|none|Afterwards, he checks its BUIS style iron sights.]] &lt;br /&gt;
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading by pushing the mag-release.]] &lt;br /&gt;
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]] &lt;br /&gt;
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the right side rail.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels. &lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]&lt;br /&gt;
[[File:KF DB holding.jpg|thumb|600px|none|A survivor wanders around trying to find Chris's blood in a spooky mansion.]] &lt;br /&gt;
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]] &lt;br /&gt;
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading by dramatically chucking out the spent shells.]] &lt;br /&gt;
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]] &lt;br /&gt;
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist Perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the &amp;quot;Fright Yard&amp;quot; map.]]&lt;br /&gt;
[[File:KF AA12 irons.jpg|thumb|600px|none|The AA-12's simple iron sights.]]&lt;br /&gt;
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading, beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]&lt;br /&gt;
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]&lt;br /&gt;
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack. &lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]] &lt;br /&gt;
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight, perfect for situations like this.]] &lt;br /&gt;
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]] &lt;br /&gt;
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]] &lt;br /&gt;
[[File:KF Benelli M3 misc2.jpg|thumb|600px|none|Turning on the flashlight before descending into the depths of the facility.]] &lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of the first Golden Weapons Pack DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]&lt;br /&gt;
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean with his good friend Mr. Super 90.]] &lt;br /&gt;
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight mounted on top, small but effective.]] &lt;br /&gt;
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]] &lt;br /&gt;
[[File:KF Benelli M4 reloading2.jpg|thumb|600px|none|Pulling the charging handle. A shell can be seen inside the chamber.]]  &lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns. It is one of the four weapons given a neon-colored variation with the Neon Weapons Pack, painting the weapon in an overall black finish with bright red highlights.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[File:KF-HSG1Promo.jpg|thumb|none|600px|An official promotional render of the &amp;quot;HSG-1&amp;quot;.]]&lt;br /&gt;
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]] &lt;br /&gt;
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]] &lt;br /&gt;
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]] &lt;br /&gt;
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading by removing the magazine. Note the poor trigger discipline.]] &lt;br /&gt;
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]] &lt;br /&gt;
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
Added in the &amp;quot;Summer Sideshow: Pier of Pain&amp;quot; event, the &amp;quot;Multi-Chambered Zed Thrower&amp;quot; is a lavishly-decorated steampunk shotgun based on the [[Pancor Jackhammer]]. As with the real weapon, it is fully-automatic (with a stupendously low rate of fire), uses a bullpup arrangement, and holds 10 rounds; unlike the Jackhammer and its unique detachable-cylinder feed setup and blow-forward operation, however, the MCZT appears to use a more conventional drum magazine and is recoil-operated. It lacks sights (though it can still be aimed), and possesses a unique alternate firemode wherein it blasts enemies with steam (fittingly enough); this deals no damage and consumes no ammunition, but is capable of pushing groups of enemies away, allowing it to be used as an escape tool in tight situations.&lt;br /&gt;
[[File:Jackhammer.jpg|thumb|none|500px|Pancor Jackhammer (early prototype) - 12 gauge (proprietary)]]&lt;br /&gt;
[[File:KF1-Pancor (1).jpg|600px|thumb|none|LCpl. Lee Baron holding his steampunk'd Jackhammer.]]&lt;br /&gt;
[[File:KF1-Pancor (2).jpg|600px|thumb|none||The irons are effectively non-existent, but it's a shotgun anyway. Who is going to be using the sights anyway?]]&lt;br /&gt;
[[File:KF1-Pancor (3).jpg|600px|thumb|none|After firing just one round out of his casette magazine, he discards it. Wishing he could use it as a makeshfit landmine for the zeds.]]&lt;br /&gt;
[[File:KF1-Pancor (4).jpg|600px|thumb|none|Inserting the new magazine, while a man made horror beyond comprehension decided to disturb whatever was left that vaguely resembled peace.]]&lt;br /&gt;
[[File:KF1-Pancor (5).jpg|600px|thumb|none|After hitting an also non-existent button on the reciever, chambering the round. Baron can finally put this monstrocity to rest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]], unsurprisingly called &amp;quot;Trenchgun&amp;quot; in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary &amp;quot;Dragon's Breath&amp;quot; shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube, in contrast to the game animating the player characters as loading six before chambering one.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:KF M1897 holding.jpg|thumb|600px|none|A survivor takes a dockside jog with his Trench Gun.]] &lt;br /&gt;
[[File:KF M1897 irons.jpg|thumb|600px|none|The 100+ year old bead sight.]] &lt;br /&gt;
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]] &lt;br /&gt;
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading by loading in a new shell.]] &lt;br /&gt;
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the &amp;quot;Lever Action Rifle&amp;quot;. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake with a single headshot.&lt;br /&gt;
[[File:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30 WCF]]&lt;br /&gt;
[[File:KF Model 1894 holding.jpg|thumb|600px|none|A survivor stands outside a blood splattered barn with his trusty Winchester.]]&lt;br /&gt;
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]&lt;br /&gt;
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]&lt;br /&gt;
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered. Note that the locking lugs (the two gray rectangles towards the top-rear of the receiver) have not dropped down to allow this; the bolt simply clips through them.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Lee-Enfield No. 4 Mk I]], but rather a &amp;quot;steampunk&amp;quot;-style weapon based on one named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being some of the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
[[File:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[File:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;, showing off the eagle-head forend.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint CompM2 red dot sight and compared to the [[AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the Aimpoint and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. &lt;br /&gt;
&lt;br /&gt;
Both M4A1 models feature a Vltor Improved Modstock, MATech rear flip-up BUIS (which is used on the Demolitions version), Magpul PMAGs and a Knight's Armament Company M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the &amp;quot;Camo Weapons Pack&amp;quot; DLC.&lt;br /&gt;
[[File:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint CompM2, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the &amp;quot;Fright Yard&amp;quot; map.]] &lt;br /&gt;
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]] &lt;br /&gt;
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so. Another difficult-to-spot detail is the magazine release; this visibly pops out slightly when the magazine is removed, making ''KF'' possibly the first game to feature this detail.]] &lt;br /&gt;
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]] &lt;br /&gt;
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]] &lt;br /&gt;
[[File:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
[[File:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]] &lt;br /&gt;
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the MATech flip-up sights.]] &lt;br /&gt;
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203 by cracking it open and stuffing a new 40mm inside.]]&lt;br /&gt;
[[File:Xmas m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==L22A2==&lt;br /&gt;
The first of the Commando Perk weapons is the [[L22A2]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 30-round magazines that hold 40 rounds in-game. It's very weak and inaccurate with heavy recoil.&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]] &lt;br /&gt;
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech; how it fits on top of the SUSAT's rail is a mystery.]] &lt;br /&gt;
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading begins by pressing the magazine release; it does move when pushed, though it simply slides straight in instead of pivoting in in the front and out in the back, causing the back end of the catch to clip into the magazine well.]] &lt;br /&gt;
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]] &lt;br /&gt;
[[File:KF-L22Ground.jpg|none|thumb|600px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian AIMR ==&lt;br /&gt;
The [[AK-47#AIMR|AIMR]], referred to as an &amp;quot;AK47&amp;quot;, is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. It is unique for having two versions with different finishes - the first Golden Weapons Pack DLC adds a version with a golden finish on the metal components and gold engravings in the wooden parts, and the later Neon Weapons Pack gives one with an overall black finish and bright red highlights.&lt;br /&gt;
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]] &lt;br /&gt;
[[File:KF AK irons.jpg|thumb|600px|none|The classic AK iron sights.]] &lt;br /&gt;
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]] &lt;br /&gt;
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:KF AK reloading3.jpg|thumb|600px|none|Pulling the charging handle with an overhand technique.]] &lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|600px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==MKb 42(H)==&lt;br /&gt;
The Halloween 2012 event added the [[MKb 42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire in return for somewhat cluttered ironsights.&lt;br /&gt;
[[File:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) (Sport Systeme Dittrich reproduction) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:KF MKb holding.jpg|thumb|600px|none|A survivor wielding the MKb on the &amp;quot;Stronghold&amp;quot; map.]]&lt;br /&gt;
[[File:KF MKb irons.jpg|thumb|600px|none|Before using its iron sights to ventilate a bunch of angry zeds.]]&lt;br /&gt;
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading, first the empty magazine is thrown away.]]&lt;br /&gt;
[[File:KF MKb reloading2.jpg|thumb|600px|none|A new one is inserted.]]&lt;br /&gt;
[[File:KF MKb reloading3.jpg|thumb|600px|none|And the charging handle is yanked, correctly locking back; the MKb 42(H) fires from an open bolt, as seen in the first screencap.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL &amp;quot;G Series&amp;quot; ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL#FN FAL|FN FAL &amp;quot;G Series&amp;quot;]] is a powerful Commando weapon called the &amp;quot;FNFAL ACOG&amp;quot;, likely standing-in for the British [[FN FAL#L1A1|L1A1 SLR]]. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.&lt;br /&gt;
[[File:Fn_fal_g_series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|500px|thumb|none|L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF FAL holding.jpg|thumb|600px|none|Wandering through the &amp;quot;Siren's Belch&amp;quot; map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.]]&lt;br /&gt;
[[File:KF FAL irons.jpg|thumb|600px|none|Aiming with the sight. The reticle is not close to that of an actual ACOG.]]&lt;br /&gt;
[[File:KF FAL reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]]&lt;br /&gt;
[[File:KF FAL reloading2.jpg|thumb|600px|none|Rocking in a new one which has bullets nicely modelled in it.]]&lt;br /&gt;
[[File:KF FAL reloading3.jpg|thumb|600px|none|Pulling the charging handle with the palm of the hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H (Mk 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H]], appearing as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando Perk weapons available in-game, alongside the FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount. It is the last weapon given a neon-themed variation with the Neon Weapons Pack, sharing the same bright blue highlights as the neon Vector.&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]&lt;br /&gt;
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming down the CompM4 red dot sight.]]&lt;br /&gt;
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]&lt;br /&gt;
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]&lt;br /&gt;
[[File:KF SCAR reloading3.jpg|thumb|600px|none|Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the &amp;quot;M14EBR&amp;quot;, the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.&lt;br /&gt;
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]&lt;br /&gt;
[[File:KF M14 holding.jpg|thumb|600px|none|A British soldier keeps watch over a stretch of highway with his M14.]]&lt;br /&gt;
[[File:KF M14 irons.jpg|thumb|600px|none|The classic iron sights, with just a little bit of rail peeking up.]]&lt;br /&gt;
[[File:KF M14 misc1.jpg|thumb|600px|none|The laser dot, considering where its coming from, the laser is mounted on the gas tube.]]&lt;br /&gt;
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modeled in it.]]&lt;br /&gt;
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green Magpul attached to the bottom.]]&lt;br /&gt;
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M7A3&amp;quot;==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. It is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), a vertical foregrip, and a medication dart launcher. It bears some resemblance to the similarly-named M7 rifle from ''[[Darkest of Days]]''.&lt;br /&gt;
&lt;br /&gt;
The M7A3 packs some mean recoil and a rather slow rate of fire, but comes with a futuristic red dot sight and good DPS, making for a stronger weapon than the other medic guns that is also capable of launching medic-darts.&lt;br /&gt;
[[File:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]&lt;br /&gt;
[[File:KF M7A3 irons.jpg|thumb|none|600px|The green reticle of the sight.]]&lt;br /&gt;
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]&lt;br /&gt;
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]&lt;br /&gt;
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, a [[Barrett M99]] with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
[[File:Barett m99-1.jpg|500px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF M99 holding.jpg|thumb|600px|none|Preparing for some sniping on the &amp;quot;mountain pass&amp;quot; map.]] &lt;br /&gt;
[[File:KF M99 irons.jpg|thumb|600px|none|Looking down the scope of the M99. Note that the outside of the scope isn't magnified.]] &lt;br /&gt;
[[File:KF M99 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]] &lt;br /&gt;
[[File:KF M99 reloading2.jpg|thumb|600px|none|Inserting a new .50 BMG round.]] &lt;br /&gt;
[[File:KF M99 reloading3.jpg|thumb|600px|none|Chambering said round.]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==L2A2==&lt;br /&gt;
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers, which simultaneously heals teammates and damages Specimens that are within the cloud.&lt;br /&gt;
[[File:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]&lt;br /&gt;
[[File:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. &lt;br /&gt;
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the &amp;quot;Waterworks&amp;quot; map with an M79.]] &lt;br /&gt;
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]] &lt;br /&gt;
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]] &lt;br /&gt;
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]] &lt;br /&gt;
[[File:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[File:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.&lt;br /&gt;
[[File:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the &amp;quot;Steamland&amp;quot; themepark with his Mk 1S.]]&lt;br /&gt;
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]&lt;br /&gt;
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]&lt;br /&gt;
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]&lt;br /&gt;
[[File:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==LAW 80==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It has a passing resemblance to the [[LAW 80]].&lt;br /&gt;
[[File:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]&lt;br /&gt;
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]&lt;br /&gt;
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]&lt;br /&gt;
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]&lt;br /&gt;
[[File:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Mortar==&lt;br /&gt;
Added in the 2nd Community Weapons Pack DLC, the &amp;quot;Orca Bomb Propeller&amp;quot; is a fictional Steampunk-esque grenade launcher resembling an early wheellock [[hand mortar]] (a class of weapons which served as an early predecessor to the modern grenade launcher). While muzzle-loaded, the in-game weapon is not a wheellock, instead using caseless grenades the approximate shape of (and slightly bigger than) an egg with small fins on the back, presumably functioning similarly to a [[GP-series grenade launcher]] (though, unlike such launchers, the round has to be locked in manually, with the player character flipping a lever near the muzzle each time a new round is inserted). It is comparable to the [[M79 grenade launcher|M79]], with its main distinction being the use of video-gamey smart grenades that explode on contact with enemies and on a timer otherwise (unless the round kills an enemy by impact force alone, in which case it will still explode on a timer), making long-distance and area-approximation shots (e.g. dealing with Sirens) more difficult in exchange for greater utility in close-quarters maps (being able to bounce shots off of walls and the like), a fact further cemented by its complete lack of sights.&lt;br /&gt;
[[File:Hand Mortars.jpg|thumb|none|500px|A collection of hand mortars; the second one from the top is quite similar to the in-game weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
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		<updated>2023-12-03T23:48:31Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
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		<updated>2023-12-03T23:46:34Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF1-Pancor_(3).jpg&amp;diff=1633229"/>
		<updated>2023-12-03T23:45:14Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
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	</entry>
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		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF1-Pancor_(2).jpg&amp;diff=1633228"/>
		<updated>2023-12-03T23:44:02Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
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		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KF1-Pancor_(1).jpg&amp;diff=1633227"/>
		<updated>2023-12-03T23:41:35Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
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	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1632464</id>
		<title>SCP: 5K</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1632464"/>
		<updated>2023-12-01T20:47:16Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: The SMGs category has been re-done. Progress is progress, I guess.&lt;/p&gt;
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&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = SCP: 5K&lt;br /&gt;
|picture =Scp-5k.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|series= SCP&lt;br /&gt;
|date= Feb 2, 2022&lt;br /&gt;
|developer=Affray Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''SCP: 5K''''' , formerly known as '''''SCP: Pandemic''''', is an upcoming science fiction, first person, cooperative, tactical, survival horror shooter. Developed and published by Affray Interactive. The game is based on the story and characters of the [https://scp-wiki.wikidot.com/ SCP Foundation] online collaborative writing project, specifically the story of &amp;quot;[https://scp-wiki.wikidot.com/scp-5000 SCP-5000]&amp;quot; by Tanhony.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;SCP-5000&amp;quot;, the SCP Foundation, a global clandestine organization responsible for containing supernatural threats, has unexpectedly become a rogue anti-human organization dedicated to the destruction of humanity, and began unleashing its contained anomalous creatures in an attempt to destroy the world. ''SCP: 5K'' expands on the basic storyline and sees the player become a member of the newly formed AFA (Anti-Foundation Alliance), comprising of members of the UNGOC (United Nations Global Occult Coalition), American FBI Unusual Incidents Unit, Russian GRU Division P, and Japanese Public Security Intelligence Agency Anomalous Problems Division.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of its current build, the only main SCP in the game is SCP-173. The most common enemies faced in the game are zombies created by an unknown SCP entity, players will also face against surviving SCP Foundation guards (possibly Mobile Task Force operatives), as well as some surviving D-Class test subjects. All factions/groups of which are hostile to one another, and can result in a three-way battle in certain situations. Later additions are expected to be added in the future, and as such, this article will be updated as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
While the game is a work in progress, it features mostly polished, and high fidelity weapons models and animations. One interesting point is that in its infancy, the game was a modified version of ''[[Squad]]''. The updated animations were made by some members who originally worked on the famous ''ISMC'' mod for ''[[Insurgency Sandstorm]]'', as well as some animations having attention to detail put into them. While not every single weapon has it, it is only a matter of time until they are given a facelift. Virtually every firearm featured in this game has both an inspect and magazine check animation, (with the exception of some others that appear to not have been animated yet at the time of this entry.) these can be achieved by simply tapping &amp;quot;R&amp;quot; once on a fully loaded magazine, and a magazine check can be performed by holding said key. It can also be used to see the number of magazines that are left in reserve. &lt;br /&gt;
[[File:Scp-g19-trigger-discipline.jpg|550px|thumb|none|An example of a detail: An AFA operator showing trigger discipline with a Glock 19X after a moment of ceasefire.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
The basic backup weapon. Handy in a pitch, great for personal defense or a last ditch effort. At this time, they aren't as customizable as their long arm counter parts. Depending on the handgun, the player can only add suppressors, a compensator, and a laser or light of their choice. &lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
A [[Glock 19X]] under the name of &amp;quot;M19X&amp;quot; appears available as one of the many sidearms available that can be found by FBI UIU operators during the Area 12 raid. It appears modified with front slide serrations, sporting its standard coyote finish and holding 18 rounds per magazine.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|350px|none|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:SCP G19X.jpg|600px|thumb|none|The left side of the 19X, with the Glock optional front slide serrations. Or in this case &amp;quot;Radian Armory&amp;quot;.]]&lt;br /&gt;
[[File:SCP G19X-2.jpg|600px|thumb|none|The other side. A tiny &amp;quot;Radian Armory&amp;quot; logo is present near the rear serrations.]]&lt;br /&gt;
[[File:5K G19X (1).jpg|600px|thumb|none|An SCP MTF operator realizing that this is, in fact, a Glock.]]&lt;br /&gt;
[[File:5K G19X (2).jpg|600px|thumb|none|Inspecting the Glock, with its standard black finish.]]&lt;br /&gt;
[[File:5K G19X (11).jpg|600px|thumb|none|Fortunately, the FDE version is still present in the game.]]&lt;br /&gt;
[[File:5K G19X (3).jpg|600px|thumb|none|Giving it a brass check.]]&lt;br /&gt;
[[File:5K G19X (4).jpg|600px|thumb|none|After performing a brass check, the operator bumps the rear of the slide to make sure it seats.]]&lt;br /&gt;
[[File:5K G19X (5).jpg|600px|thumb|none|Checking the standard Glock magazine.]]&lt;br /&gt;
[[File:5K G19X (7).jpg|600px|thumb|none|Aiming down the Glock Patridge style sights.]]&lt;br /&gt;
[[File:5K G19X (8).jpg|600px|thumb|none|Performing a retention reload.]]&lt;br /&gt;
[[File:5K G19X (9).jpg|600px|thumb|none|And after dumping his handgun wildly into shale rock, he discovers 5K renders empty magazine followers. A gracious improvement over the average empty void in other game's empty mags.]]&lt;br /&gt;
[[File:5K G19X (10).jpg|600px|thumb|none|About to release the slide with his thumb.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M18==&lt;br /&gt;
A [[SIG-Sauer P320-M18]] appears simply named as the &amp;quot;P320&amp;quot;. More recently, it has become a weapon that can spawn scattered throughout the Area 12 map, unless the player chooses to spawn with it in the Hunt or the firing range map. It carries 17 rounds in a magazine.&lt;br /&gt;
[[File:SIG P320-M18.jpg|thumb|none|350px|SIG-Sauer P320-M18 - 9x19mm. This commercial version of the M18 MHS comes in versions both with and without the manual safety of the military model.]]&lt;br /&gt;
[[File:5K M18 P320 (12).jpg|600px|thumb|none|The M18 in all its glory. For better or worse, the M18 features authentic SIG Sauer brandings on the slide and frame (though the former is barely visible here)]]&lt;br /&gt;
[[File:5K M18 P320 (13).jpg|600px|thumb|none|Right side of the M18.]]&lt;br /&gt;
[[File:5K M18 P320 (1).jpg|600px|thumb|none|The SCP operator enjoys range time with his FDE firearm]]&lt;br /&gt;
[[File:5K M18 P320 (2).jpg|600px|thumb|none|Inspecting the M18. It is definitely appropriate for an operator in white to wield a bright FDE firearm.]]&lt;br /&gt;
[[File:5K M18 P320 (3).jpg|600px|thumb|none|Tugging the slide back just enough to see the bullet in the chamber.]]&lt;br /&gt;
[[File:5K M18 P320 (4).jpg|600px|thumb|none|And whacking it back into battery.]]&lt;br /&gt;
[[File:5K M18 P320 (5).jpg|600px|thumb|none|Checking out his sole, rendered double stack magazine left in his rig.]]&lt;br /&gt;
[[File:5K M18 P320 (7).jpg|600px|thumb|none|Reloadin'.]]&lt;br /&gt;
[[File:5K M18 P320 (8).jpg|600px|thumb|none|Revealing the empty mag. Note the &amp;quot;SIG SAUER P320 M18&amp;quot; markings, indicating that it is the commercial version.]]&lt;br /&gt;
[[File:5K M18 P320 (10).jpg|600px|thumb|none|Inserting the new mag.]]&lt;br /&gt;
[[File:5K M18 P320 (11).jpg|600px|thumb|none|Releasing the slide via power stroke, because slide releases are for nerds.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
An [[FN Five-seveN]] appears sporting an FDE finish on the frame, a standard black framed variant is also available for use now. It carries 20 round in a magazine.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|350px|thumb|none|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2.jpg|600px|thumb|none|The two-tone FN Five-SeveN. Maybe the MTF patrols wear Level IIIs?]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2-2.jpg|600px|thumb|none|Aside from the serial number, the pistol's features exactly match the Mk 2 FDE reference image above.]]&lt;br /&gt;
[[File:SCP FiveSevens.jpg|600px|thumb|none|The FDE and all-black model in the Nebulous Void of a cropped screenshot.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (1).jpg|600px|thumb|none|Having splurged rather than follow the rules of eco rounds, the AFA operator takes his Five-SeveN for a spin.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (2).jpg|600px|thumb|none|Aiming down the three dot sights.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (3).jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (4).jpg|600px|thumb|none|Brass checking.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (5).jpg|600px|thumb|none|Some hand-on-slide violence just to be safe.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (6).jpg|600px|thumb|none|Performing a standard reload. Note the unmarked rounds, they were originally blue-tipped SS197SR cartridges.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (7).jpg|600px|thumb|none|Now running empty on [[Splinter Cell|Fisher's handgun]].]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (8).jpg|600px|thumb|none|Better replace that magazine.]]&lt;br /&gt;
[[File:5K FiveSevenMk2 (9).jpg|600px|thumb|none|And release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1 Variant==&lt;br /&gt;
An [[M1911A1]] variant appears in the game, simply referred to as a &amp;quot;1911&amp;quot; in game. It can found in the Area 12 raid, most frequently found on SCP personnel early on, it was recently updated to finally have a proper inspect and magazine check animation. Like most pistols, it features a threaded barrel (although it's not seen on the updated model) and is capable of being fitted with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtXSE.jpg|350px|thumb|none|Colt XSE 1911 - .45 ACP seems to bear the most resemblance to the model in game.]]&lt;br /&gt;
[[File:SpringerTRP.jpg|350px|thumb|none|Springfield Armory Tactical Response Pistol - .45 ACP - .45 ACP]]&lt;br /&gt;
[[File:5K M1911 (10).jpg|600px|thumb|none|A much better model that's at least reminscent of the two above.]]&lt;br /&gt;
[[File:5K M1911 (11).jpg|600px|thumb|none|The opposite side of this amalgam 1911.]]&lt;br /&gt;
[[File:5K M1911 (1).jpg|600px|thumb|none|The operator wields his highly questionable M1911. Least it matches his outfit.]]&lt;br /&gt;
[[File:5K M1911 (2).jpg|600px|thumb|none|Inspecting the newly modeled 1911 variant.]]&lt;br /&gt;
[[File:5K M1911 (3).jpg|600px|thumb|none|Brass checkin'.]]&lt;br /&gt;
[[File:5K M1911 (4).jpg|600px|thumb|none|Checking the single stack magazine.]]&lt;br /&gt;
[[File:5K M1911 (5).jpg|600px|thumb|none|Doing a retention reload.]]&lt;br /&gt;
[[File:5K M1911 (9).jpg|600px|thumb|none|Checking the empty magazine, and slide's locked back too.]]&lt;br /&gt;
[[File:5K M1911 (7).jpg|600px|thumb|none|Reloading the two world wars, or something. ]]&lt;br /&gt;
[[File:5K M1911 (8).jpg|600px|thumb|none|About to drop the slide release with his thumb.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
A [[Beretta M9A3]] that's simply referred to as an &amp;quot;M9&amp;quot;, is shown its factory FDE finish is found in the Area 12 raid. In the current build, both an FDE and black variant are available to the player.&lt;br /&gt;
[[File:BerettaM9A3.jpg|350px|thumb|none|Beretta M9A3 in FDE - 9x19mm]]&lt;br /&gt;
[[File:M9A3 black.jpg|350px|thumb|none|Beretta M9A3 with its black finish - 9x19]]&lt;br /&gt;
[[File:SCP M9A3.jpg|600px|thumb|none|It's now becoming rapidly clear the AFA got all of their guns from the DoD's test pile.]]&lt;br /&gt;
[[File:SCP M9A3-2.jpg|600px|thumb|none|And that Beretta took the markings in the divorce trial.]]&lt;br /&gt;
[[File:5K M9A3 (1).jpg|600px|thumb|none|The SCP operator enjoying the lovely Nevada sun with his standard black Beretta.]]&lt;br /&gt;
[[File:5K M9A3 (2).jpg|600px|thumb|none|Aiming down the M9A3 sights, the night sight Vertec slide allowing him more than the standard Beretta 3 dot.]]&lt;br /&gt;
[[File:5K M9A3 (3).jpg|600px|thumb|none|Inspecting the M9A3, note it actually cocked back trigger.]]&lt;br /&gt;
[[File:5K M9A3 (4).jpg|600px|thumb|none|A brass check reveals we do have a bullet.]]&lt;br /&gt;
[[File:5K M9A3 (5).jpg|600px|thumb|none|And one in the magazine, too.]]&lt;br /&gt;
[[File:5K M9A3 (8).jpg|600px|thumb|none|And even followers for our mags.]]&lt;br /&gt;
[[File:5K M9A3 (9).jpg|600px|thumb|none|Back to business with a quick reload...]]&lt;br /&gt;
[[File:5K M9A3 (10).jpg|600px|thumb|none|And releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 360==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 360]] appears as a usable weapon, under the nomenclature of &amp;quot;360-J&amp;quot;. It deals more damage than its 9mm and .45 ACP counterparts. It originally used to be shown operating exclusively firing it in Double-Action mode, however it was recently updated to be Single-Action. It only holds five rounds in the cylinder, and it also is reloaded one round at a time.&lt;br /&gt;
[[File:S&amp;amp;W 360.jpg|300px|thumb|none|S&amp;amp;W Model 360 - .357 Magnum]]&lt;br /&gt;
[[File:SCP SW-360.jpg|600px|thumb|none|Because the smart choice to take with you in a mission against ungodly powerful monsters and rogue MTF agents is a 5 shot .357 snub nosed with no speedloaders.]]&lt;br /&gt;
[[File:SCP SW-360-2.jpg|600px|thumb|none|And a trigger that hasn't gotten the hammer's single action memo and is refusing to listen to his email.]]&lt;br /&gt;
[[File:5K SW360 (1).jpg|600px|thumb|none|The SCP operator wields the 360, mildly regretting his decision.]]&lt;br /&gt;
[[File:5K SW360 (2).jpg|600px|thumb|none|The low profile carry sights of a J-Frame aren't helping the matter.]]&lt;br /&gt;
[[File:5K SW360 (3).jpg|600px|thumb|none|Thumbing the hammer back after expending a round. I guess the SCP Foundation finally authorized their personnel to operate these in SAO now. Thanks higher, very cool!]]&lt;br /&gt;
[[File:5K SW360 (4).jpg|600px|thumb|none|Checking the five-round cylinder. Note the spent rounds having carbon around the primers.]]&lt;br /&gt;
[[File:5K SW360 (5).jpg|600px|thumb|none|Emptying the cylinder. Sad to see unexpended rounds go waste.]]&lt;br /&gt;
[[File:5K SW360 (6).jpg|600px|thumb|none|After loading every round individually, he gently closes the cylinder, as opposed to flicking it shut like most games do.]]&lt;br /&gt;
[[File:5K SW360 (7).jpg|600px|thumb|none|He then finishes it by cocking the hammer back into single action mode.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Stealth Hunter==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]], simply called the &amp;quot;Stealth Hunter&amp;quot; in game. It holds 6 rounds, like a standard revolver. As implied in the weapon above, this revolver was originally the only one where the operator uses it in Single-Action mode. It is the most powerful sidearm to use in terms of raw firepower. Like the above revolver, it also is reloaded one round at a time as well.&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|S&amp;amp;W M629 Stealth Hunter .44 Magnum]]&lt;br /&gt;
[[File:5K SW629 (1).jpg|600px|thumb|none|What west this beast of a cannon is the fastest gun of, neither us or the SCP operative know.]]&lt;br /&gt;
[[File:5K SW629 (2).jpg|600px|thumb|none|It does have better sights at the least.]]&lt;br /&gt;
[[File:5K SW629 (3).jpg|600px|thumb|none|Checking the cylinder...]]&lt;br /&gt;
[[File:5K SW629 (4).jpg|600px|thumb|none|Firing it does reveal that the gun is fired in SAO, bar the current trigger/hammer debacle.]]&lt;br /&gt;
[[File:5K SW629 (5).jpg|600px|thumb|none|Dumping the cylinder.]]&lt;br /&gt;
[[File:5K SW629 (6).jpg|600px|thumb|none|Reloading it, inserting one round of .44 Magnum at a time. That just begs the question...]]&lt;br /&gt;
[[File:5K SW629 (7).jpg|600px|thumb|none|&amp;quot;[[Dirty Harry|Do you feel lucky]], [[The Mask|punk]]?&amp;quot;]]&lt;br /&gt;
[[File:5K SW629 (8).jpg|600px|thumb|none|Like on the Model 360, he also cocks the hammer back, and is ready to rock.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Zenith ZF-5==&lt;br /&gt;
Originally a proper H&amp;amp;K MP5A4 in the previous build, an updated model in the form of a [[Heckler &amp;amp; Koch MP5#Zenith_Firearms_ZF-5_Series|Zenith ZF-5]] has succeeded it, known only as an &amp;quot;MP5&amp;quot;. Unlike the previous A4 model, it has been changed to an MP5A2 style &amp;quot;0-1-30&amp;quot; selector. As such, it is also accurately reflected in game. As viewed in the modeler's [https://www.artstation.com/artwork/w00o39 art station page], there is an unused variant with a Type F retractable stock. &lt;br /&gt;
&lt;br /&gt;
[[File:ZenithZF5.jpg|400px|thumb|none|Zenith ZF-5 - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5A2 - 9x19mm]]&lt;br /&gt;
[[File:5K ZF5 (12).jpg|600px|thumb|none|Having learned they made up an MP5 for his role in &amp;quot;[[Call_of_Duty:_Modern_Warfare_II_(2022)#Heckler_.26_Koch_HK94A3|Modern Warfare 2]]&amp;quot;, a proper MP5 comes to 5K.]]&lt;br /&gt;
[[File:5K ZF5 (13).jpg|600px|thumb|none|With no H&amp;amp;K markings this time around, but Zenith instead.]]&lt;br /&gt;
[[File:5K ZF5 (1).jpg|600px|thumb|none|In a modern apocalypse, the AFA operator worries about his rather vintage mainline arm.]]&lt;br /&gt;
[[File:5K ZF5 (2).jpg|600px|thumb|none|Inspecting the ZF-5.]]&lt;br /&gt;
[[File:5K ZF5 (3).jpg|600px|thumb|none|Performing a brass check.]]&lt;br /&gt;
[[File:5K ZF5 (4).jpg|600px|thumb|none|It does at least have bullets, he's got that going for him.]]&lt;br /&gt;
[[File:5K ZF5 (5).jpg|600px|thumb|none|And no rail either, just a nice ol' open notch.]]&lt;br /&gt;
[[File:5K ZF5 (6).jpg|600px|thumb|none|Inserting a new loaded magazine on closed bolt.]]&lt;br /&gt;
[[File:5K ZF5 (7).jpg|600px|thumb|none|Giving the magazine a positive slap to make sure it's locked in place.]]&lt;br /&gt;
[[File:5K ZF5 (8).jpg|600px|thumb|none|Wait, hold up.]]&lt;br /&gt;
[[File:5K ZF5 (9).jpg|600px|thumb|none|Locking the charging handle back...]]&lt;br /&gt;
[[File:5K ZF5 (10).jpg|600px|thumb|none|Whatever will he do next?]]&lt;br /&gt;
[[File:5K ZF5 (11).jpg|600px|thumb|none|YOOOOOOOOOOOOO!]]&lt;br /&gt;
&lt;br /&gt;
==Zenith ZF-5P==&lt;br /&gt;
Added around early 2023, a Zenith Firearms marked [[MP5K]] clone fitted with the foregrip was added to the game. As denoted with its marked trigger housing and the US flag can be seen on the magwell if one looks closely. When customized, it can be fitted with a Midwest Industries MLOK handguard when fitted with either a foregrip or a laser/light module. There is also an unused variant with a Choate Machine Tool side folding PDW stock.&lt;br /&gt;
[[File:ZenithZF-5P.jpg|350px|thumb|none|Zenith ZF-5P - 9x19mm]]&lt;br /&gt;
[[File:MP5K-PDW.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5K PDW - 9x19mm]]&lt;br /&gt;
[[File:5K ZF5K (11).jpg|600px|thumb|none|The ZF-5P on the customization table. Note the MP5N style barrel with the threading and tri-lug]]&lt;br /&gt;
[[File:5K ZF5K (12).jpg|600px|thumb|none|The opposite side, showing off the Zenith marking on the magwell.]]&lt;br /&gt;
[[File:5K ZF5K (1).jpg|600px|thumb|none|The FBI agent with a weapon he's probably more familiar with.]]&lt;br /&gt;
[[File:5K ZF5K (2).jpg|600px|thumb|none|Viewing through the open notch rear sight, more convenient for closer enagagements fortunately.]]&lt;br /&gt;
[[File:5K ZF5K (3).jpg|600px|thumb|none|Admiring the newly added MP5K variant.]]&lt;br /&gt;
[[File:5K ZF5K (4).jpg|600px|thumb|none|Now doing a good old brass check. ]]&lt;br /&gt;
[[File:5K ZF5K (5).jpg|600px|thumb|none|Yep, that's a loaded magazine.]]&lt;br /&gt;
[[File:5K ZF5K (6).jpg|600px|thumb|none|Inserting the new magazine. ]]&lt;br /&gt;
[[File:5K ZF5K (7).jpg|600px|thumb|none|Locking the charging handle back.]]&lt;br /&gt;
[[File:5K ZF5K (8).jpg|600px|thumb|none|Topping off with a fresh 30 rounder.]]&lt;br /&gt;
[[File:5K ZF5K (9).jpg|600px|thumb|none|The good old HK slap into battery,]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
An [[MP5SD]] variant fitted with a Type F retractable stock has been added around the same time as the updated MP5 models, it also is seen with Zenith markings on both its receiver and trigger housing, it is functionally identical to the others, albeit being integrally suppressed. Zenith does not currently offer an MP5SD clone at this time.&lt;br /&gt;
[[File:MP5SD3.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5SD3 - 9x19mm]]&lt;br /&gt;
[[File:5K MP5SD3 (1).jpg|600px|thumb|none|The MP5SD3 viewed on the customization table.]]&lt;br /&gt;
[[File:5K MP5SD3 (2).jpg|600px|thumb|none|The opposite side, also using the Zenith markings on the side.]]&lt;br /&gt;
[[File:5K MP5SD3 (3).jpg|600px|thumb|none|Taking the MP5SD out for a spin at the range.]]&lt;br /&gt;
[[File:5K MP5SD3 (4).jpg|600px|thumb|none|It also has the rear drum set to the open notch.]]&lt;br /&gt;
[[File:5K MP5SD3 (5).jpg|600px|thumb|none|Nice to know that the magazine was already fully loaded for him.]]&lt;br /&gt;
[[File:5K MP5SD3 (6).jpg|600px|thumb|none|Admiring his new integrally suppressed SMG.]]&lt;br /&gt;
[[File:5K MP5SD3 (7).jpg|600px|thumb|none|Brass checking.]]&lt;br /&gt;
[[File:5K MP5SD3 (8).jpg|600px|thumb|none|Performing a reload.]]&lt;br /&gt;
[[File:5K MP5SD3 (9).jpg|600px|thumb|none|Making sure the magazine is seated properly.]]&lt;br /&gt;
[[File:5K MP5SD3 (10).jpg|600px|thumb|none|Locking the bolt back...]]&lt;br /&gt;
[[File:5K MP5SD3 (11).jpg|600px|thumb|none|Inserting the fresh one.]]&lt;br /&gt;
[[File:5K MP5SD3 (12).jpg|600px|thumb|none|Instead of slapping the charging handle, he simply releases it and lets it drop forward.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90 Tactical]] was added in the recent &amp;quot;This is Why&amp;quot; update. It can be found early in Area 12. While lacking any sights on the rail by default, the offset backup sights are used until the user can add an optic.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|400px|thumb|none|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[File:SCP P90.jpg|600px|thumb|none|When gifted a P90, the AFA didn't ask or inform them of the critical question &amp;quot;what theater are you deploying in&amp;quot; since they signed the slip with &amp;quot;yes.&amp;quot;]]&lt;br /&gt;
[[File:SCP P90-2.jpg|600px|thumb|none|So the Belgians gifted them crates of FDE P90 Tacticals in the hopes that 5.7 will save the day.]]&lt;br /&gt;
[[File:SCP P90s.jpg|600px|thumb|none|It might, no one knows. Behold the currently AI exclusive BLACK P90!]]&lt;br /&gt;
&lt;br /&gt;
[[File:5K P90 Tactical (3).jpg|600px|thumb|none|Standing idle with the P90 Tactical.]]&lt;br /&gt;
[[File:5K P90 Tactical (4).jpg|600px|thumb|none|You don't get it. You get this. Have fun aiming it, nerd.]]&lt;br /&gt;
[[File:5K P90 Tactical (2).jpg|600px|thumb|none|A look through the translucent mag, impressive how it has modeled rounds through it. The same rounds as the earlier Five-SeveN.]]&lt;br /&gt;
[[File:5K P90 Tactical (1).jpg|600px|thumb|none|Inspecting the P90, it also marked &amp;quot;AK Productions Charleroi, Belgium&amp;quot;. Reference to one of the team's modelers.]]&lt;br /&gt;
[[File:5K P90 Tactical (5).jpg|600px|thumb|none|Inspect animation also features a chamber check.]]&lt;br /&gt;
[[File:5K P90 Tactical (6).jpg|600px|thumb|none|Removing the partially spent magazine.]]&lt;br /&gt;
[[File:5K P90 Tactical (7).jpg|600px|thumb|none|Inserting the new one.]]&lt;br /&gt;
[[File:5K P90 Tactical (8).jpg|600px|thumb|none|The game tracks the number of rounds left in the magazine as well, good to know with your FMJ 5.7.]]&lt;br /&gt;
[[File:5K P90 Tactical (9).jpg|600px|thumb|none|The magazine is now empty. It brings you peace.]]&lt;br /&gt;
[[File:5K P90 Tactical (10).jpg|600px|thumb|none|But I do not want peace!]]&lt;br /&gt;
[[File:5K P90 Tactical (11).jpg|600px|thumb|none|I want war!]]&lt;br /&gt;
[[File:5K P90 Tactical (12).jpg|600px|thumb|none|VIOLENCE!]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A2==&lt;br /&gt;
An [[Heckler &amp;amp; Koch MP7A2]] was also added alongside the P90 Tactical in the same update. Uses 40 round magazines and can be customized like any other. &lt;br /&gt;
[[File:MP7A2.jpg|400px|thumb|none|Hecker &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:SCP MP7.jpg|600px|thumb|none|The AFA's FDE'd MP7A2. Someone couldn't get RAL8000 but Rust-oleum has a paint that's sorta close.]]&lt;br /&gt;
[[File:SCP MP7-2.jpg|600px|thumb|none|Honestly a better look than RAL &amp;quot;BABY POOPENFARTEN BROWN&amp;quot; 8000.]]&lt;br /&gt;
[[File:SCP MP7s.jpg|600px|thumb|none|The black model of the MTF to remind you what TWO MP7's look like.]]&lt;br /&gt;
[[File:5K MP7A2 (1).jpg|600px|thumb|none|And there's the funny gun everybody, clap!]]&lt;br /&gt;
[[File:5K MP7A2 (5).jpg|600px|thumb|none|THE AGENT SAYS CLAP! LOOK AT HIS RAISED RIFLE SIGHTS!]]&lt;br /&gt;
[[File:5K MP7A2 (2).jpg|600px|thumb|none|Good, now look at the gun!]]&lt;br /&gt;
[[File:5K MP7A2 (3).jpg|600px|thumb|none|Look at the bullet in the chamber!]]&lt;br /&gt;
[[File:5K MP7A2 (4).jpg|600px|thumb|none|Look at the magazine in a way that hopefully means this is filled with AP 4.6!]]&lt;br /&gt;
[[File:5K MP7A2 (6).jpg|600px|thumb|none|Standard reload.]]&lt;br /&gt;
[[File:5K MP7A2 (7).jpg|600px|thumb|none|It's empty. It's hardly ideal for AP use.]]&lt;br /&gt;
[[File:5K MP7A2 (8).jpg|600px|thumb|none|Put it back in the gun! Quick!]]&lt;br /&gt;
[[File:5K MP7A2 (9).jpg|600px|thumb|none|They'll be shattered if they learned we skimped and sent them FMJ's AGAIN!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] bearing Tommy Built Tactical markings appears as a medium tier SMG, known as the &amp;quot;UMP-45&amp;quot; in game. In its stock configuration, the weapon has no rail sections, however they are added when you attach a grip, or laser/light attachment. It carries 25 rounds.&lt;br /&gt;
[[File:UMP 45.jpg|450px|thumb|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:5K UMP45 (11).jpg|600px|thumb|none|As a tactical shooter in 202X, you are contractually obligated to have a UMP-45.]]&lt;br /&gt;
[[File:5K UMP45 (12).jpg|600px|thumb|none|It's in the bylaws. Either read it correctly or contact your union rep.]]&lt;br /&gt;
[[File:5K UMP45 (2).jpg|600px|thumb|none|The operative holds his UMP, preparing to police this brutality.]]&lt;br /&gt;
[[File:5K UMP45 (3).jpg|600px|thumb|none|Woah! Iron sights! No u-notch for you!]]&lt;br /&gt;
[[File:5K UMP45 (6).jpg|600px|thumb|none|You get .45 ACP at least, since you've been so polite.]]&lt;br /&gt;
[[File:5K UMP45 (4).jpg|600px|thumb|none|Side view of the UMP, note the Tommy Built Tactical markings on the receiver.]]&lt;br /&gt;
[[File:5K UMP45 (5).jpg|600px|thumb|none|Having seen the bolt release on the UMP, the operator chooses to just use the charging handle.]]&lt;br /&gt;
[[File:5K UMP45 (1).jpg|600px|thumb|none|You've lost .45 privileges.]]&lt;br /&gt;
[[File:5K UMP45 (7).jpg|600px|thumb|none|Standard reload.]]&lt;br /&gt;
[[File:5K UMP45 (8).jpg|600px|thumb|none|Inserting the new mag.]]&lt;br /&gt;
[[File:5K UMP45 (9).jpg|600px|thumb|none|Slapping the bolt release with his palm.]]&lt;br /&gt;
[[File:5K UMP45 (10).jpg|600px|thumb|none|Point shooting reveals the bolt is physically locked back.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] appears in the game as a high tier rifle found later in Area 12. In better lighting, it also appears to have Colt markings on the lower.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|450px|thumb|none|Mk 18 Mod 1 SOPMOD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP Mk 18.jpg|600px|thumb|none|This Mod 1 comes with the fairly bog standard setup of a Daniel Defense RIS II handguard, KAC Micro BUIS, LMT Crane Stock, Surefire SOCOM 4-Prong Flash Hider and a tan A2 pistol grip.]]&lt;br /&gt;
[[File:SCP Mk18-2.jpg|600px|thumb|none|Opposite side of the weapon. As seen on most AR-15 variants, brass marks are present on the deflector after some use. Because we have standards.]]&lt;br /&gt;
[[File:SCP5k MK18-R.jpg|600px|thumb|none|The new MK18 Mod 1 model has had its tan furniture replaced with standard matte black, and the Colt trademarks can be seen more clearly on the receiver as well.]]&lt;br /&gt;
[[File:SCP5k MK18-L.jpg|600px|thumb|none|The opposite side. Someone took off the UID code sticker!]]&lt;br /&gt;
[[File:SCP Mk 18 Idle.jpg|600px|thumb|none|The operator heads out to shoot his funny gun.]]&lt;br /&gt;
[[File:SCP Mk18 Irons.jpg|600px|thumb|none|A look through the KAC irons, not unlike ''[[Insurgency: Sandstorm]]''.]]&lt;br /&gt;
[[File:SCP Mk18 Inspect.jpg|600px|thumb|none|The operator admires his Mk 18. Fittingly enough, the player models are rocking FBI UIU patches. Wonder if their HRT counterparts would get envious?]]&lt;br /&gt;
[[File:SCP Mk18 ChamberCheck.jpg|600px|thumb|none|Inspecting the chamber, confirming the modeled brass.]]&lt;br /&gt;
[[File:SCP Mk18 mag check.jpg|600px|thumb|none|The operator checks his mag, to his shock, the follower is clipping through the remaining round. Maybe the magazine is an SCP itself?]]&lt;br /&gt;
[[File:SCP Mk18 empty.jpg|600px|thumb|none|At least the follower is where it should be when empty, and it's a green anti-tilt one!]]&lt;br /&gt;
[[File:SCP Mk18 Bolt Slap.jpg|600px|thumb|none|The operator slaps the Mk18's bolt release, the reload animation is like a slightly softer version of the in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95 XB16L ==&lt;br /&gt;
An [[IWI X95|X95 XB16L]] appears, it is the first assault rifle the player finds in Area 12. There exists a black version of the rifle, but as per usual, it is currently unusable at the time of this writing.&lt;br /&gt;
[[File:Iwi x95 xb16.jpg|450px|thumb|none|IWI X95 XB16L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP X95.jpg|600px|thumb|none|Shalom.]]&lt;br /&gt;
[[File:SCP X95-2.jpg|600px|thumb|none|For an agency mostly operating in dark and tightly knit hallways underground, you'd think the MTF would use more bullpups, huh?]]&lt;br /&gt;
[[File:SCP X95 Idle.jpg|600px|thumb|none|Yep, that's a Tavor.]]&lt;br /&gt;
[[File:SCP X95 MagCheck.jpg|600px|thumb|none|Yep, those are bullets.]]&lt;br /&gt;
[[File:SCP X95 ChamberCheck.jpg|600px|thumb|none|That one is too.]]&lt;br /&gt;
[[File:SCP X95 Irons.jpg|600px|thumb|none|These are back up iron sights built into the toprail of this X95.]]&lt;br /&gt;
[[File:SCP X95 Reload.jpg|600px|thumb|none|I am stuffing a mag into this X95.]]&lt;br /&gt;
[[File:SCP X95 reload2.jpg|600px|thumb|none|Mag_inserted. Bolt_Release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Both an [[FN SCAR-H|FN SCAR-H STD]] and a SCAR-H CQC appear as usable weapon in the game, unlike most weapons, the player can actually access both FDE and black versions of the rifles. Thanks to its large caliber, it is entirely capable of dismembering and decapitating humanoid enemies in a single shot.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|450px|thumb|none|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H STD table.jpg|600px|thumb|none|Because I don't care what plates the MTF rock, I want them DEAD!]]&lt;br /&gt;
[[File:SCP SCAR-H STD-2.jpg|600px|thumb|none|No I don't care how long the rifle is, I need 7.62 NATO!]]&lt;br /&gt;
[[File:SCP SCAR-H STD.jpg|600px|thumb|none|These animations are shared between this and the CQC model, and the operative realizes his impatient behavior reflects badly on the AFA.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
[[File:SCAR-H CQC.jpg|450px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H CQC.jpg|600px|thumb|none|So back to the lab again, we get our nice black SCAR-H. Made at everyone's favorite Belgian Arms maker, Factory!]]&lt;br /&gt;
[[File:SCP SCAR-H CQC-2.jpg|600px|thumb|none|I love their SCAR-H and the Higher-Power.]]&lt;br /&gt;
[[File:SCP SCAR-H Idle.jpg|600px|thumb|none|Now that we're not going to play accidental combat limbo with a long barreled SCAR in tight corridors, let's look at the SCAR.]]&lt;br /&gt;
[[File:SCP SCAR-H Irons.jpg|600px|thumb|none|And the &amp;quot;sights&amp;quot; of the SCAR. Stop booing me.]]&lt;br /&gt;
[[File:SCP SCAR-H MagCheck.jpg|600px|thumb|none|You kids these days and your fancy jokes, in my day that pun would've gotten me loads of material.]]&lt;br /&gt;
[[File:SCP SCAR-H Inspect.jpg|600px|thumb|none|Fine, I know what you want. See these bullets?]]&lt;br /&gt;
[[File:SCP SCAR-H Reload1.jpg|600px|thumb|none|I know what you kids want, that #GucciGucciOperator stuff.]]&lt;br /&gt;
[[File:SCP SCAR-H Reload2.jpg|600px|thumb|none|Watch this totally original magflip! Absolutely not just MW 2019!.]]&lt;br /&gt;
[[File:SCP SCAR-H BoltRelease.jpg|600px|thumb|none|GNARLY!]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] and its little brother appear in the game, both have great stopping power, only just short of the SCAR-H's. Like its Battle Rifle counter part, the AK-103 is also capable of dismemberment, however this is not the case for the AK-104.&lt;br /&gt;
[[File:AK103.jpg|450px|thumb|none|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:SCP AK-103 Idle.jpg|600px|thumb|none|Somewhere in Nevada, an operator holds his AK-103.]]&lt;br /&gt;
[[File:SCP AK-103 Irons.jpg|600px|thumb|none|A gracious gift from the AFA's new Russian allies. Fresh from the crates.]]&lt;br /&gt;
[[File:SCP AK-103 BrassCheck.jpg|600px|thumb|none|And look, look!]]&lt;br /&gt;
[[File:SCP AK-103 Magcheck.jpg|600px|thumb|none|Y'see? Nice Russian ammo! Not cheap steel case! We're friends now.]]&lt;br /&gt;
[[File:SCP AK-103 Empty.jpg|600px|thumb|none|Right? Guys?]]&lt;br /&gt;
[[File:SCP AK-103 reload.jpg|600px|thumb|none|Also as part of the Tactical Gun Bylaws, you must reload an AK by slapping a loaded one against the magazine release.]]&lt;br /&gt;
[[File:SCP AK-103 Reload2.jpg|600px|thumb|none|Then doing an underhand charge of the action.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
The [[AK-104]] can be found, it's virtually identical to the AK-103&lt;br /&gt;
[[File:Ak104.jpg|450px|thumb|none|AK-104 - 7.62x39]]&lt;br /&gt;
[[File:SCP AK-104.jpg|600px|thumb|none|The AK-104 model, fitted with a Surefire 4-prong flash hider. While technically Surefire makes one in 7.62, it's unknown if it's compatible with AK pattern LH barrel threading.]]&lt;br /&gt;
[[File:SCP AK-104-2.jpg|600px|thumb|none|The other side confirms we do have a serial number, just in case.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is a late game rifle, much like its brothers. It features a higher rate of fire as opposed to its 7.62mm relative.&lt;br /&gt;
[[File:AK-74M.jpg|450px|thumb|none|AK-74M 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-74M.jpg|600px|thumb|none|The AK-74M, a fitting and reliable choice against [[Stalker_(disambiguation)#Video_Games|Eldritch]] [[Metro 2033|horrors]].]]&lt;br /&gt;
[[File:SCP AK-74M-2.jpg|600px|thumb|none|Though maintaining 5.45 logistics stateside would be a challenge.]]&lt;br /&gt;
&lt;br /&gt;
===AK-105===&lt;br /&gt;
An [[AK-105]] is also found, virtually identical to the AK-74M at this time.&lt;br /&gt;
[[File:AK-105.jpg|450px|thumb|none|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-105.jpg|600px|thumb|none|The AK-105, again with it's magic AK pattern Surefire 4-prong.]]&lt;br /&gt;
[[File:SCP AK-105-2.jpg|600px|thumb|none|Thanks, ISMC!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 21N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 21N]] appears in the game. It has &amp;quot;Galil ACE SAR&amp;quot; markings on the receiver like civilian models, but appears to have the barrel of the military ACE 21N, as well as having the corresponding three-position fire selector markings.&lt;br /&gt;
[[File:ACE 21N.jpg|thumb|none|450px|IWI US Galil ACE 21N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-22.jpg|600px|thumb|none|Oy GEVALT.]]&lt;br /&gt;
[[File:SCP ACE-22-2.jpg|600px|thumb|none|We were thankfully sent a ACE with a STANAG magwell, so we're not sourcing 40 year old surplus Galil mags.]]&lt;br /&gt;
[[File:SCP ACE-21 Idle.jpg|600px|thumb|none|Thank you IWI-USA for your bits and continued support of the war on the SCP Foundation!]]&lt;br /&gt;
[[File:SCP ACE-21 Irons.jpg|600px|thumb|none|And your relatively clean irons, you're our favorite little pogchamp!]]&lt;br /&gt;
[[File:SCP ACE-21 Inspect.jpg|600px|thumb|none|Wait this is a gun, and I'm NOT running a Twitch stream!]]&lt;br /&gt;
[[File:SCP ACE-21 Chamber.jpg|600px|thumb|none|Uh, d-duh, brass check! Bullet in chamber!]]&lt;br /&gt;
[[File:SCP ACE-21 BoltSlap.jpg|600px|thumb|none|Wisely tapping the charging handle to make sure it fully seats!]]&lt;br /&gt;
[[File:SCP ACE-21 MagCheck.jpg|600px|thumb|none|Bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 EmptyMag.jpg|600px|thumb|none|No bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload.jpg|600px|thumb|none|Put the mag in!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload2.jpg|600px|thumb|none|No you're missing the hole jus' put it in the-]]&lt;br /&gt;
[[File:SCP ACE-21 BoltPull.jpg|600px|thumb|none|Whoops! Not safe for this Christian wiki sight, let's just tug the charging handle and move on!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 22N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 22N]] also appears. It shares the same &amp;quot;ACE SAR&amp;quot; markings on the 21N.&lt;br /&gt;
[[File:ACE 22N.jpg|thumb|none|450px|IWI Galil ACE 22N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-21-1.jpg|600px|thumb|none|Here's the left side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-21-2.jpg|600px|thumb|none|Here's the right side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-22 Inspect.jpg|600px|thumb|none|Here is the 22N. Now for the moment you've all been waiting for...]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M Vikhr==&lt;br /&gt;
The [[SR-3M]] was added on November 22, 2023. It seems to be similar enough to the AS Val, albeit a more compact counterpart without the suppressor. &lt;br /&gt;
[[File:SR-3M-vichr-30-mag.jpg|450px|thumb|none|SR-3M - 9x39mm]]&lt;br /&gt;
[[File:5K SR3M (15).jpg|600px|thumb|none|The Vikhr on the customization table.]]&lt;br /&gt;
[[File:5K SR3M (14).jpg|600px|thumb|none|Ditto, but the opposite side of the stock configuration.]]&lt;br /&gt;
[[File:5K SR3M (13).jpg|600px|thumb|none|Fortunately, the unique suppressor is available for it.]]&lt;br /&gt;
[[File:5K SR3M (1).jpg|600px|thumb|none|The FBI UIU operator with his newly acquired Vikhr. ]]&lt;br /&gt;
[[File:5K SR3M (2).jpg|600px|thumb|none|Down the short sight radius, not too dissimilar to one seen on an AKS-74U.]]&lt;br /&gt;
[[File:5K SR3M (3).jpg|600px|thumb|none|The Fed admiring his Russian carbine. Oooh, shiny.]]&lt;br /&gt;
[[File:5K SR3M (4).jpg|600px|thumb|none|The time old tradition of checking the brass.]]&lt;br /&gt;
[[File:5K SR3M (5).jpg|600px|thumb|none|Checking out the loaded mag. It seems it's using standard FMJs as opposed to the black tipped SPP or SP-6 rounds as seen in the previous build.]]&lt;br /&gt;
[[File:5K SR3M (6).jpg|600px|thumb|none|Doing a retention reload. ]]&lt;br /&gt;
[[File:5K SR3M (7).jpg|600px|thumb|none|In goes the fresh mag.]]&lt;br /&gt;
[[File:5K SR3M (8).jpg|600px|thumb|none|Oops, all empty!]]&lt;br /&gt;
[[File:5K SR3M (9).jpg|600px|thumb|none|Performing a Spetsnaz reload when empty. Hard to go wrong, really.]]&lt;br /&gt;
[[File:5K SR3M (10).jpg|600px|thumb|none|About to rock and lock the new one.]]&lt;br /&gt;
[[File:5K SR3M (11).jpg|600px|thumb|none|Now in with the topped off 9x39 FMJs.]]&lt;br /&gt;
[[File:5K SR3M (12).jpg|600px|thumb|none|Then finishing it of with an underhand charge.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as yet another loadout only weapon available on specific maps that utilize it.&lt;br /&gt;
[[File:AS Val.jpg|450px|thumb|none|AS VAL- 9x39mm]]&lt;br /&gt;
[[File:SCP AS-VAL.jpg|600px|thumb|none|The AS VAL!]]&lt;br /&gt;
[[File:SCP AS-VAL-2.jpg|600px|thumb|none|Tantalizing western gun owners since [[STALKER: Shadow of Chernobyl]]. And thanks to GRU funding...]]&lt;br /&gt;
[[File:SCP AS VAL Idle.jpg|600px|thumb|none|You get to use it against actual people! Have fun!]]&lt;br /&gt;
[[File:SCP AS VAL Irons.jpg|600px|thumb|none|A look through the AS Val's irons. Wonder this particular individual bought it from a disgruntled conscript?]]&lt;br /&gt;
[[File:SCP AS VAL Inspect.jpg|600px|thumb|none|The operator inspects his gun, it's just like his Japanese ani-. Wait this is Russian.]]&lt;br /&gt;
[[File:SCP AS VAL Chamber.jpg|600px|thumb|none|A rather perplexing and flexible way to chamber check an AK style charging handle.]]&lt;br /&gt;
[[File:SCP AS VAL MagCheck.jpg|600px|thumb|none|Having checked to see if gun have boolet, he finds it has the best boolet. SP-6/SSP boolet.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
A [[Mossberg 590]] can be found in the Area 12 raid, albeit requires some exploring. It currently lacks an inspect, chamber check, or tube check animation.&lt;br /&gt;
[[File:Mossberg590.jpg|450px|thumb|none|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[File:SCP M590.jpg|600px|thumb|none|Having gotten the recent shipment of shotguns from Bass Pro Shop, the AFA now gets its most deadly weapon!]]&lt;br /&gt;
[[File:SCP M590-2.jpg|600px|thumb|none|Modestly priced American pump shotguns!]]&lt;br /&gt;
[[File:SCP M590 Idle.jpg|600px|thumb|none|QUAKE IN FEAR, MTF UNITS! FOR I HAVE THIS FOR THE LOW LOW PRICE OF 439.99 FOR THIS WEEKEND ONLY!]]&lt;br /&gt;
[[File:SCP M590 Irons.jpg|600px|thumb|none|And now that our sponsors are satisfied, look at this ghost ring.]]&lt;br /&gt;
[[File:SCP M590 Pump.jpg|600px|thumb|none|And after we pummel ancient rock formations with 00 Buck, notice our convenient shells! Marked Buckshot!]]&lt;br /&gt;
[[File:SCP M590 Reload.jpg|600px|thumb|none|Thank you buckshot! You make the world less filled with eldritch horrors.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90 Tactical==&lt;br /&gt;
A [[Benelli M4 Super 90]] appears as a recently added weapon, it's modeled with a 5-round magazine tube, but it can somehow hold 8 rounds.&lt;br /&gt;
[[File:M4 Tactical.jpg|450px|thumb|none|Benelli M4 Tactical with a 5-round magazine tube. - 12 gauge]]&lt;br /&gt;
[[File:SCP Benelli M4.jpg|600px|thumb|none|Evidently when the AFA began acquiring weapons for their fight against the Foundation, they turned to the US Armed Forces and asked for M1014's.]]&lt;br /&gt;
[[File:SCP Benelli M4-2.jpg|600px|thumb|none|Someone missed the memo on that and the M18's.]]&lt;br /&gt;
[[File:SCP Benelli M4 world.jpg|600px|thumb|none|The Benelli's world model, showing off its 5-round magazine tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 idle.jpg|600px|thumb|none|Still, works well enough. It's a Benelli M4 after all!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Irons.jpg|600px|thumb|none|Nothing quite says &amp;quot;I'm about to scream and dump this tube of buckshot down a hallway&amp;quot; more than these iron sights!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Inspect1.jpg|600px|thumb|none|But don't take my word for it, take it from our lovely bestest buddy...]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 ChamberCheck.jpg|600px|thumb|none|Buckshot! How's it going buddy!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 TubeCheck.jpg|600px|thumb|none|Buckshot declined to comment, so we're going to press our thumb on the mag tube. This gives a vague approximation of how many shells are in the tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Reload.jpg|600px|thumb|none|Currently, the reload is bugged. The animation will always be the same, regardless if it's empty or not. The bolt automatically returns to battery the moment the animation beings to insert a shell into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
An [[M24 SWS|M24]] sniper rifle appears in the game, incorrectly referred to as the M24A3 variant. It appears to be modeled with a 5 round magazine, but can somehow hold 7 rounds. It's fitted with a set of Troy flip up BUIS sights standard, but can be fitted with a proper scope in customization. A semi-viable weapon, it's only as useful as its user behind it.  &lt;br /&gt;
[[File:M24-2.jpg|450px|thumb|none|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP M24.jpg|600px|thumb|none|The M24 in the weapon customization screen, with it's weird forward barrel rail mount for the front sight It's mildly better than MW2019's rail mounted set up.]]&lt;br /&gt;
[[File:SCP M24-2.jpg|600px|thumb|none|&amp;quot;Someone HAS informed high command that we're going to battle in tunnels right?&amp;quot;]]&lt;br /&gt;
[[File:SCP M24A3 Idle.jpg|600px|thumb|none|An AFA agent was told to &amp;quot;overwatch&amp;quot; the upper stories of Area 12, and was given this.]]&lt;br /&gt;
[[File:SCP M24A3 Inspect.jpg|600px|thumb|none|Scopes are out of the budget.]]&lt;br /&gt;
[[File:SCP M24A3 Brass.jpg|600px|thumb|none|Ammo isn't, though.]]&lt;br /&gt;
[[File:SCP M24A3 Magcheck.jpg|600px|thumb|none|And it is at least a detachable box mag M24, so it's relatively fast to reload.]]&lt;br /&gt;
[[File:SCP M24A3 Irons.jpg|600px|thumb|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:SCP M24A3 Empty.jpg|600px|thumb|none|Checking an emptied magazine, which seems to be missing a follower. Hey, they only missed one, right?]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
[[VSS Vintorez]] appears only as a loadout weapon intended for PVP or the Hunt map. It's integrally suppressed, and capable of full auto fire much like in real life. As opposed to the AS-Val, it is limited only by its 10 round magazine, and the operator can negligently empty it, if careless.&lt;br /&gt;
[[File:Vss1.jpg|450px|thumb|none|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[File:SCP VSS.jpg|600px|thumb|none|While it would be apt to make a joke about this gun being useless in tunnels, it IS at least suppressed.]]&lt;br /&gt;
[[File:SCP VSS-2.jpg|600px|thumb|none|And semi-automatic in a fairly effective cartridge. Can't have to handle the severe bullet drop of 9x39 in a tunnel.]]&lt;br /&gt;
[[File:SCP VSS Idle.jpg|600px|thumb|none|The AFA operative stands guarding a research facility. No, not that one.]]&lt;br /&gt;
[[File:SCP VSS Irons.jpg|600px|thumb|none|Iron sights, same as the AS Val.]]&lt;br /&gt;
[[File:SCP VSS MagCheck.jpg|600px|thumb|none|Checking to make sure we have that good stuff (SP-6).]]&lt;br /&gt;
[[File:SCP VSS Chamber.jpg|600px|thumb|none|That we do.]]&lt;br /&gt;
[[File:SCP VSS Empty.jpg|600px|thumb|none|And now we don't.]]&lt;br /&gt;
[[File:SCP VSS Reload.jpg|600px|thumb|none|Finally a reload. Time to go fight eldritch horrors with my California Compliant VAL.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Knights Armament Company LAMG==&lt;br /&gt;
The prototype version of the [[KAC LAMG]] appears in the game, it's found later half of the Area 12 raid. Belt fed MG, great for laying hate and dealing with crowds of zombies. It holds 100 rounds, but also takes a painfully long time to reload. The model in game is using a standard A2 style pistol grip and the M4's 6-position stock interestingly enough.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|450px|thumb|none|3D render of the KAC LAMG prototype, which the weapon in-game is based on.]]&lt;br /&gt;
[[File:SCP KAC LAMG1.jpg|600px|thumb|none|You might get rifles and SMG's from the 90's but the AFA does give you advanced early production light machine guns!]]&lt;br /&gt;
[[File:SCP KAC LAMG2.jpg|600px|thumb|none|Very useful to turn the zombified D-Class personnel and scientists into cursed mince meat.]]&lt;br /&gt;
[[File:SCP KAC LAMG.jpg|600px|thumb|none|An operator prepares to rip and tear until the belt is done with his LAMG.]]&lt;br /&gt;
[[File:SCP KAC LAMG Irons.jpg|600px|thumb|none|Comes equipped with a 100 round cloth belt box loaded with M855, KAC front and rear sights.]]&lt;br /&gt;
[[File:SCP KAC LAMG Near Empty.jpg|600px|thumb|none|A most horrific sight: almost running dry on a belt-fed MG. The game keeps track of how many rounds are left in the belt.]]&lt;br /&gt;
[[File:SCP KAC LAMG Reload.jpg|600px|thumb|none|Fortunately, a new box and fresh belt of 5.56 is at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
An [[M67 frag grenade]] appears in game as a tertiary weapon. Very useful for crowd control.&lt;br /&gt;
[[File:Baseball.jpg|350px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:SCP M67 Frag.jpg|600px|thumb|none|I believe that these need no introduction.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
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		<title>File:5K UMP45 (10).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(10).jpg&amp;diff=1632463"/>
		<updated>2023-12-01T20:42:45Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(9).jpg&amp;diff=1632462</id>
		<title>File:5K UMP45 (9).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(9).jpg&amp;diff=1632462"/>
		<updated>2023-12-01T20:41:47Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(8).jpg&amp;diff=1632461</id>
		<title>File:5K UMP45 (8).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(8).jpg&amp;diff=1632461"/>
		<updated>2023-12-01T20:41:07Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(7).jpg&amp;diff=1632460</id>
		<title>File:5K UMP45 (7).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(7).jpg&amp;diff=1632460"/>
		<updated>2023-12-01T20:40:32Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(6).jpg&amp;diff=1632459</id>
		<title>File:5K UMP45 (6).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(6).jpg&amp;diff=1632459"/>
		<updated>2023-12-01T20:40:00Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(5).jpg&amp;diff=1632458</id>
		<title>File:5K UMP45 (5).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(5).jpg&amp;diff=1632458"/>
		<updated>2023-12-01T20:39:14Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(4).jpg&amp;diff=1632457</id>
		<title>File:5K UMP45 (4).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(4).jpg&amp;diff=1632457"/>
		<updated>2023-12-01T20:38:06Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(3).jpg&amp;diff=1632456</id>
		<title>File:5K UMP45 (3).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(3).jpg&amp;diff=1632456"/>
		<updated>2023-12-01T20:37:36Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(12).jpg&amp;diff=1632455</id>
		<title>File:5K UMP45 (12).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(12).jpg&amp;diff=1632455"/>
		<updated>2023-12-01T20:35:51Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(11).jpg&amp;diff=1632454</id>
		<title>File:5K UMP45 (11).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(11).jpg&amp;diff=1632454"/>
		<updated>2023-12-01T20:35:14Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(2).jpg&amp;diff=1632453</id>
		<title>File:5K UMP45 (2).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(2).jpg&amp;diff=1632453"/>
		<updated>2023-12-01T20:34:50Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_UMP45_(1).jpg&amp;diff=1632452</id>
		<title>File:5K UMP45 (1).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_UMP45_(1).jpg&amp;diff=1632452"/>
		<updated>2023-12-01T20:34:31Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(9).jpg&amp;diff=1632451</id>
		<title>File:5K MP7A2 (9).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(9).jpg&amp;diff=1632451"/>
		<updated>2023-12-01T20:31:31Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(8).jpg&amp;diff=1632450</id>
		<title>File:5K MP7A2 (8).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(8).jpg&amp;diff=1632450"/>
		<updated>2023-12-01T20:31:00Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(7).jpg&amp;diff=1632449</id>
		<title>File:5K MP7A2 (7).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(7).jpg&amp;diff=1632449"/>
		<updated>2023-12-01T20:30:12Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(6).jpg&amp;diff=1632448</id>
		<title>File:5K MP7A2 (6).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(6).jpg&amp;diff=1632448"/>
		<updated>2023-12-01T20:28:40Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(5).jpg&amp;diff=1632447</id>
		<title>File:5K MP7A2 (5).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(5).jpg&amp;diff=1632447"/>
		<updated>2023-12-01T20:27:53Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(4).jpg&amp;diff=1632446</id>
		<title>File:5K MP7A2 (4).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(4).jpg&amp;diff=1632446"/>
		<updated>2023-12-01T20:26:56Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(3).jpg&amp;diff=1632445</id>
		<title>File:5K MP7A2 (3).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(3).jpg&amp;diff=1632445"/>
		<updated>2023-12-01T20:26:19Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(2).jpg&amp;diff=1632444</id>
		<title>File:5K MP7A2 (2).jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:5K_MP7A2_(2).jpg&amp;diff=1632444"/>
		<updated>2023-12-01T20:25:49Z</updated>

		<summary type="html">&lt;p&gt;SomePolishHungarianGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>SomePolishHungarianGuy</name></author>
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