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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Spartan198</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-05-10T19:41:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Objective&amp;diff=1638749</id>
		<title>The Objective</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Objective&amp;diff=1638749"/>
		<updated>2023-12-29T03:36:07Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Colt M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Objective&lt;br /&gt;
|picture = TheObjective_poster.jpg&lt;br /&gt;
|caption = ''Promotional Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|23px|border]] United States&lt;br /&gt;
|director = Daniel Myrick&lt;br /&gt;
|date = 2009&lt;br /&gt;
|language = English&lt;br /&gt;
|distributor = IFC Films&lt;br /&gt;
|character1 = CIA officer Benjamin Keynes&lt;br /&gt;
|actor1 = [[Jonas Ball]]&lt;br /&gt;
|character2 = CW Wally Hamer&lt;br /&gt;
|actor2 = [[Matthew R. Anderson]]&lt;br /&gt;
|character3 = SGT Vincent Degetau&lt;br /&gt;
|actor3 = [[Jon Huertas]]&lt;br /&gt;
|character4 = SGT Trinoski&lt;br /&gt;
|actor4 = [[Michael C. Williams]]&lt;br /&gt;
|character5 = SGT Tim Cole&lt;br /&gt;
|actor5 = [[Sam Hunter]]&lt;br /&gt;
|character6 = SGT Pete Sadler&lt;br /&gt;
|actor6 = [[Jeff Prewett]]&lt;br /&gt;
|character7 = MSG Tanner&lt;br /&gt;
|actor7 = [[Kenny Taylor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Objective''''' is a 2009 science fiction horror film, directed and co-written by Daniel Myrick. The film stars Jonas Ball, Matthew R. Anderson, and [[Jon Huertas]]. The story follows a CIA officer named Benjamin Keynes who, during the ongoing War in Afghanistan, is assigned to a special forces team in order to locate an Afghan cleric.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
CIA officer Benjamin Keynes ([[Jonas Ball]]) uses a [[Beretta 92FS]] as his sidearm, as well as every member of the special forces team.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-92FS_1.jpg|thumb|550px|none|SGT Trinoski ([[Michael C. Williams]]) pulled out his 92FS after getting shot by insurgents.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-92FS_2.jpg|thumb|550px|none|MSG Tannger ([[Kenny Taylor]]) firing his 92FS while the insurgents flee.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-92FS_3.jpg|thumb|550px|none|SGT Pete Sadler ([[Jeff Prewett]]) with his 92FS.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-92FS_4.jpg|thumb|550px|none|SGT Tim Cole ([[Sam Hunter]]) firing his 92FS after being scared by the ghosts.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-92FS_5.jpg|thumb|550px|none|CIA officer Benjamin Keynes ([[Jonas Ball]]) with his holstered 92FS.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles =&lt;br /&gt;
&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
CIA officer Benjamin Keynes ([[Jonas Ball]]) and the rest of special forces team except for MSG Tanner ([[Kenny Taylor]]) can be seen using [[M4A1 Carbine]]s as their main weapons. Due to a continuity error, they often switch between genuine M4s and &amp;quot;Franken-M4s&amp;quot; which are actually M4 upper receiver units slapped onto [[Colt AR-15 Sporter Carbine|Colt AR-15 Sporter II Carbine]] lower receiver units.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4.jpg|thumb|450px|none|Colt M4A1 Carbine with M68 Aimpoint reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:Sopmod_m4_m203_06.jpg|thumb|450px|none|M4A1 carbine 5.56x45mm with M68 Aimpoint red dot scope, flip-up rear sight, and M203 grenade launcher 40mm]]&lt;br /&gt;
[[File:TheObjective-M4A1_1.jpg|thumb|550px|none|CW Wally Hamer ([[Matthew R. Anderson]]) firing his M4A1.]]&lt;br /&gt;
[[File:TheObjective-M4A1_2.jpg|thumb|550px|none|SGT Tim Cole ([[Sam Hunter]]) with his M4A1.]]&lt;br /&gt;
&lt;br /&gt;
===M4 Upper/AR-15 Sporter II Lower===&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, many of the special forces team use rifles that are actually [[M4]] upper receivers upon [[Colt AR-15 Sporter Carbine|Colt AR-15 Sporter II Carbine]] lower receiver units. It appears that the armorers didn't have enough genuine M4s (or at least M4s fitted to mil-spec lower receiver units) in inventory, and were thus forced to fit some M4 uppers to an incorrect lower receiver type.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtSporterIIw30RdMag.jpg|thumb|450px|none|Colt Sporter II Carbine with 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TheObjective-Sporter_II_1.jpg|thumb|550px|none|CIA officer Benjamin Keynes ([[Jonas Ball]]) aiming his &amp;quot;Franken-M4&amp;quot;, which is actually built on an AR-15 Sporter II lower receiver.]]&lt;br /&gt;
[[File:TheObjective-Sporter_II_2.jpg|thumb|550px|none|Another view of Benjamin Keynes's ([[Jonas Ball]]) pseudo-M4.]]&lt;br /&gt;
[[File:TheObjective-Sporter_II_3.jpg|thumb|550px|none|SGT Tim Cole ([[Sam Hunter]]) and SGT Vincent Degetau ([[Jon Huertas]]) with their M4s. Notice that Sgt Cole's weapon has a &amp;quot;slab-side&amp;quot; lower receiver (found on the AR-15 Sporter II) even though in some scenes, his weapon has the correct A1-style lower receiver with fencing around the magazine release. This indicates that the actor used two different weapons with the same accessories, but different lower receiver types.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AK-47 ==&lt;br /&gt;
[[AK-47]]s are carried by some of the locals in the beginning.&lt;br /&gt;
[[File:TypeIII_AK47.jpg|thumb|400px|none|Final Production version of the Type III AK-47 with cleaning rod removed and laminated stock - 7.62x39mm]]&lt;br /&gt;
[[File:TheObjective-AK-47.jpg|thumb|550px|none|The locals on the left are armed with AK-47s.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash AKM ==&lt;br /&gt;
[[AKM]]s can be seen used by the Afghan insurgents who ambushed the special forces team on the way to their objective.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|450px|none|AKM, Stamped Steel Receiver w/ slant muzzle brake - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-AKM.jpg|thumb|550px|none|An insurgent with AKM.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Springfield Armory M1A ==&lt;br /&gt;
The special forces team sniper, Sergeant Pete Sadler ([[Jeff Prewett]]), is using a [[Springfield Armory M1A]].&lt;br /&gt;
&lt;br /&gt;
[[File:Springfield_M1A.jpg|thumb|none|500px|Springfield M1A - .308 Winchester. Note the notch where the fire selector would be.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M1A_1.jpg|thumb|550px|none|Close view of the M1A.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M1A_2.jpg|thumb|550px|none|SGT Pete Sadler aiming his M1A.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M1A_3.jpg|thumb|550px|none|Another shot of SGT Pete Sadler firing his M1A.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
== FN M249-E2 Squad Automatic Weapon ==&lt;br /&gt;
The special forces team machine gunner, Master Sergeant Tanner ([[Kenny Taylor]]), is using an [[M249 SAW]].&lt;br /&gt;
&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|400px|none|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200 round ammo drum - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M249_1.jpg|thumb|550px|none|MSG Tanner holding his M249.]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M249_2.jpg|thumb|550px|none|MSG Tanner aiming his M249.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== RM Equipment M203PI Grenade Launcher ==&lt;br /&gt;
[[RM Equipment M203PI]]s are mounted on the rifles of SGT Vincent Degetau ([[Jon Huertas]]), SGT Trinoski ([[Michael C. Williams]]), and SGT Tim Cole ([[Sam Hunter]]).&lt;br /&gt;
&lt;br /&gt;
[[File:RM_Equipment_M203PI.jpg|thumb|350px|none|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-Sporter_II_3.jpg|thumb|550px|none|SGT Tim Cole ([[Sam Hunter]]) and SGT Vincent Degetau ([[Jon Huertas]]) with their M203PI-mounted rifles.]]&lt;br /&gt;
&lt;br /&gt;
= Grenades =&lt;br /&gt;
== M18 Smoke Grenade ==&lt;br /&gt;
Sergeant Tim Cole ([[Sam Hunter]]) is the only one to be seen with an [[M18 smoke grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|150px|none|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M18.jpg|thumb|550px|none|The M18 (circled in red) on SGT Tim Cole's ([[Sam Hunter]]) vest.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
In the beginning of the film, several Afghan National Army soldiers or anti-Taliban fighters can be seen examining [[M18A1 Claymore]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1_07.jpg|thumb|250px|none|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:TheObjective-M18A1.jpg|thumb|550px|none|]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Objective, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ghost_Recon&amp;diff=1631893</id>
		<title>Ghost Recon</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ghost_Recon&amp;diff=1631893"/>
		<updated>2023-11-29T23:32:15Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Colt M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TomClancysGhostReconCover.jpg|thumb|right|250px|''Ghost Recon'' (2001)]]&lt;br /&gt;
[[Image:GRDS-Cover.jpg|thumb|right|250px|''Ghost Recon: Desert Siege'' (2002)]]&lt;br /&gt;
[[Image:GRIT-Cover.jpg|thumb|right|250px|''Ghost Recon: Island Thunder'' (2002)]]&lt;br /&gt;
'''''Tom Clancy's Ghost Recon''''' is a critically acclaimed first-person tactical shooter video game. It was developed by Red Storm Entertainment, and published by Ubisoft in 2001 for the PC and later ported to the PS2 and Xbox. The game follows a fictional U.S. special forces squad called the &amp;quot;Ghosts&amp;quot; who are tasked to stop the Russian Ultranationalists. The first game takes place in 2008 and the expansions take place in 2009 and 2010 respectively.&lt;br /&gt;
&lt;br /&gt;
The game has spawned two expansions, '''''Desert Siege''''' and '''''Island Thunder''''', both adding new missions, characters and weapons. &lt;br /&gt;
&lt;br /&gt;
The game's console ports would switch around how kits and equipment work with both the PS2/Xbox versions making different changes to the HUD,sometimes adding new weapons and mechanics while the PS2 would also receive an exclusive '''''Jungle Storm''''' expansion, including both '''''Jungle Storm''''' and  '''''Island Thunder'''''.&lt;br /&gt;
&lt;br /&gt;
The game uses a &amp;quot;Kit&amp;quot; system, consisting of various loadouts, in the campaign mode, only unlockable specialists can use non-standard weaponry. (Such as the first specialist in the original campaign, Jacob, having access to the OICW.) and generic troops are stuck with the basic weapon of their loadout (either an M16/M4/M249E2 or M24 depending on their class.) with a few options for secondary gear, in Quick-Mission mode/MP Generic troops can carry Specialist weapons and with the expansions, most of the enemy-only weapons too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Ghost Recon'' and its expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the primary sidearm of the Ghosts, it is even used by Astra Galinsky despite having a Russian sniper rifle. Can be fitted with a suppressor depending on the kit selected by the player, generally Snipers have access to the unsilenced version while all classes have access to the Silenced Version.[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:GR-M9.jpg|thumb|none|600px|Beretta M9 in the &amp;quot;holster&amp;quot; of a Ghost sniper.]]&lt;br /&gt;
[[Image:GR-M9SD.jpg|thumb|none|600px|A Ghost pulls out his suppressed Beretta when his MP5SD2 runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Several Russian officers and technicians are armed with nickel and non-nickel [[M1911A1]] pistols; this weapon is not usable by the player, the model is bugged and the top half of the weapon will almost always appear darker than the rest of the weapon, it is the only sidearm never available to the Ghosts unmodded. &lt;br /&gt;
&lt;br /&gt;
The use of the M1911A1 by Russian personnel is incorrect and innacurate, the Makarov PM (which is mentioned below) would be more appropiate.&lt;br /&gt;
[[Image:NickelM1911A1.jpg|thumb|none|350px|Nickel-plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:GR-M1911.jpg|thumb|none|600px|An M1911A1 held by a dead Russian.]]&lt;br /&gt;
[[File:TC-GR Russian M1911.jpg|thumb|600px|none|A Russian officer with an M1911A1]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is added in ''Island Thunder'' as a selectable sidearm for some of the Russian weapons. Appears as &amp;quot;Russian 9mm Pistol&amp;quot; in the game.&lt;br /&gt;
[[image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:GRIT-PM.jpg|thumb|none|600px|A Ghost with his Makarov pistol.]]&lt;br /&gt;
[[Image:GRIT-Makarov.jpg|thumb|none|600px|A dead rebel holds onto his Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK4]] is added in ''Island Thunder''. Appears as &amp;quot;9mm SA&amp;quot; and holds 7 rounds, it is only available for the demo class as a sidearm for the Star Z84 and SA 25 but in the console exclusive ''Jungle Storm'' expansion it replaces the M9 as the sidearm of Riflemen and as an option for machine gunners as well as some specialists carrying it.&lt;br /&gt;
[[File:H&amp;amp;KModel4Pistol.jpg |thumb|none|350px|Heckler &amp;amp; Koch HK4 - .32 ACP]]&lt;br /&gt;
[[Image:GRIT-HK4.jpg|thumb|none|600px|A Ghost switches to his secondary HK4 pistol when his submachine gun runs empty.]]&lt;br /&gt;
&lt;br /&gt;
=Shotgun=&lt;br /&gt;
==Knight's Armament Company Masterkey==&lt;br /&gt;
The [[Masterkey]] is seen mounted on the &amp;quot;M4 SOCOM&amp;quot; (a special M4A1 with S-1-3-F trigger group, red dot scope, and suppressor) on the main menu screen in ''Island Thunder''. Several other M4A1s and M16A4s are also seen with Masterkey attachments during the ending cinematic of ''Island Thunder''. Not usable in the game, though the Ghost Recon engine game [[Sum of All Fears, The (VG)|The Sum of All Fears]] has it as a usable weapon.&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|KAC Masterkey - 12 Gauge]]&lt;br /&gt;
[[Image:GRIT-Masterkey.jpg|thumb|none|600px|Masterkey mounted on an &amp;quot;M4 SOCOM&amp;quot; circled in red.]]&lt;br /&gt;
[[Image:GRIT-Masterkey2.jpg|thumb|none|600px|M4A1 carbine with Masterkey and two magazines taped together jungle-style circled in red; the M16A4 with Beta-C drum mag in the middle is unavailable for use. Note the marines in the image are wearing MARPAT; as the expansion pack was released in 2002 this may be one of the first depictions of MARPAT in a video game.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Star Z84==&lt;br /&gt;
The [[Star Z84]] is added in ''Island Thunder''. Appears as &amp;quot;9mm Z-84&amp;quot; in the game. This is the preferred submachine gun of the Cuban FDG.&lt;br /&gt;
[[Image:StarZ84SMG.jpg|thumb|none|400px|Spanish Star Z84 Submachine Gun without magazine - 9x19mm]]&lt;br /&gt;
[[Image:GR-Z84.jpg|thumb|none|600px|The Star Z84 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Sa 25==&lt;br /&gt;
The [[Sa 25]] is introduced in ''Island Thunder''.&lt;br /&gt;
[[File:Sa 25.jpg|thumb|none|400px|Sa 25 - 9x19mm]]&lt;br /&gt;
[[Image:GR-SAVZ23.jpg|thumb|none|600px|A Ghost holds the Sa 25 submachine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[MP5A2]] appears as &amp;quot;MP5&amp;quot; in the game. Features an additional 3-round burst mode, despite being fitted with Navy trigger group, both it and the MP5SD2's models are reused from [[Rainbow Six]] hence their blocky models with straight magazines.&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 - 9x19mm]]&lt;br /&gt;
[[Image:GR-MP5A2.jpg|thumb|none|600px|A Ghost Operative holds his MP5A2. Note selector set to safe.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
An [[MP5A3]] appears as the inventory icon of the MP5A2. A suppressed MP5A3 is the inventory icon of the MP5SD2.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|400px|none|Heckler &amp;amp; Koch MP5A3/N - 9x19mm]]&lt;br /&gt;
[[Image:GR-MP5A3.jpg|thumb|none|600px|Suppressed MP5A3 circled in red.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD2]] appears as &amp;quot;MP5-SD&amp;quot; and has the same stats as the A2 but features a built-in suppressor for covert operations. Can fire in 3-round burst mode, even though is equipped with old S-E-F trigger group. Because the weapon's model uses the same texture on both sides, it appears that the SD2 has an ambidextrous selector. Heckler &amp;amp; Koch weapons with S-E-F trigger groups are not ambidextrous in real life.&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[Image:GR-MP5SD.jpg|thumb|none|600px|A Ghost holds the MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
The 9x18mm variant (noted by the 64-round magazine) of the [[Izhmash PP-19 Bizon]] is a usable weapon in ''Desert Siege''. Incorrectly can fire in 3-round burst mode. Appears as &amp;quot;PP-19&amp;quot;.&lt;br /&gt;
[[Image:Bizon1.jpg|thumb|none|400px|PP-19 Bizon Submachine Gun - 9x18mm Makarov]]&lt;br /&gt;
[[Image:GRDS-PP19.jpg|thumb|none|600px|A Ghost with the PP-19 Bizon.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is the most common firearm in the first part of the campaign. Most Russian soldiers are using the AKM. In ''Island Thunder'', the AKM becomes a usable weapon, but is incorrectly called &amp;quot;AK47&amp;quot;. The rifle appears without the slant muzzle brake.&lt;br /&gt;
[[Image:AKMRifle.jpg‎|thumb|none|450px|AKM with slant muzzle brake - 7.62x39mm]]&lt;br /&gt;
[[Image:GR-AKM.jpg|thumb|none|600px|An AKM in the hands of a dead South Ossetian separatist.]]&lt;br /&gt;
[[Image:GRIT-AKM.jpg|thumb|none|600px|A Ghost Operative with his AKM rifle during a mission.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is frequently used by Russian Ultranationalists in the single player campaign, but as an usable weapon, it appears only in ''Desert Siege''. Can be fitted with a GP-25 grenade launcher. Appears as &amp;quot;AK74&amp;quot;.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[Image:GR-AK74.jpg|thumb|none|600px|A Ghost holds the AK-74M.]]&lt;br /&gt;
[[Image:GR-AK74M.jpg|thumb|none|600px|An AK-74M on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by Russians Ultranationalists during the last few levels of the single player campaign. This weapon cannot be used by the Ghost Operatives.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:GR-AKS74U.jpg|thumb|none|600px|A dead Russian guard holds the AKS-74U. Note that the gun is modeled with a straight magazine and has two holes in the handguard.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94 Abakan==&lt;br /&gt;
The [[AN-94]] is added in ''Desert Siege''. Can fire in semi-auto, 2-round burst (even thought it appears as 3-round burst on the HUD) and full-auto modes. Can be fitted with a [[GP-25]] grenade launcher.&lt;br /&gt;
[[Image:An94-1.jpg|thumb|none|400px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:GRDS-Abakan.jpg|thumb|none|600px|A Ghost aims the AN-94 Abakan.]]&lt;br /&gt;
[[Image:GRDS-AbakanGP25.jpg|thumb|none|600px|An Abakan with a GP-25 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==KBP Instrument Design Bureau 9A-91==&lt;br /&gt;
The Russian [[9A-91]] compact assault rifle appears incorrectly as &amp;quot;[[A-91]]&amp;quot; in the game, and features and incorrect 3-round burst mode. Introduced in ''Desert Siege''.&lt;br /&gt;
In ''Jungle Storm'' Germarn Specialist Klaus Henkel carries one with 15 (instead of 10) spare magazines instead of his MM-1 in the port's version of ''Island Thunder''.&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm]]&lt;br /&gt;
[[Image:GRDS-9A91.jpg|thumb|none|600px|The 9A-91 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 58==&lt;br /&gt;
The [[Sa vz. 58]] is the preferred weapon of the Cuban FDG in ''Island Thunder''. The rifle appears as &amp;quot;vz.58&amp;quot; in the game.&lt;br /&gt;
[[Image:800px-Sa 58-JH01.jpg|thumb|none|400px|Sa vz. 58 - 7.62x39mm]]&lt;br /&gt;
[[Image:GR-SAVZ58.jpg|thumb|none|600px|The vz.58 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[Colt M4A1]] is the primary weapon of the Demolitions class. Appears as simply the &amp;quot;M4&amp;quot;. Always fitted with a Trijicon reflex sight. In ''Island Thunder'', a special variant called &amp;quot;M4 SOCOM&amp;quot; is also usable by the Rifleman class. It comes with a sound suppressor, Aimpoint red dot sight, and S-1-3-F trigger group, which was available only on the Colt Model 978 (a.k.a. &amp;quot;M4 Carbine Enhanced&amp;quot;).&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|400px|Colt M4A1 Carbine with Aimpoint CompM2 red dot sight and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:GR-M4.jpg|thumb|none|600px|A Ghost with the M4A1.]]&lt;br /&gt;
[[Image:GRIT-M4A1.jpg|thumb|none|600px|The &amp;quot;M4 SOCOM&amp;quot; in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4 rifle]] is the primary weapon of the Rifleman class. It is misidentified as the [[M16A2]], but is recognizable as an A4 by the removed carrying handle/rear sight and attached red dot sight when not fitted with an [[M203 grenade launcher]]. The M16A4 w/ optional M203 is also used by unlockable specialist and highest-ranked Ghost Team member, Major Harold &amp;quot;Buzz&amp;quot; Gordon. Since this game came out in 2001, this may be one of the earliest (if not the very first) depictions of an M16A4 in a video game.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|501px|M16A4 5.56x45mm with M203 grenade launcher 40mm]]&lt;br /&gt;
[[Image:GR-M16A4.jpg|thumb|none|600px|A solder armed with an M16A4/M203 in Ghost Recon.]]&lt;br /&gt;
[[Image:GR-M16A4 (flattop).jpg|thumb|none|600px|The M16A4 is always fitted with a red dot sight if it has no M203 grenade launcher, there are also two magazines taped together &amp;quot;Jungle Style&amp;quot; but this is cosmetic.]]&lt;br /&gt;
[[Image:GRJungleStrikeM16A4m203.jpg|thumb|none|600px|In the PS2 versions of the original game and the expansion &amp;quot;Jungle Storm&amp;quot; the M16A4 is always fitted with a ACOG sight, this specific model with an M203 would later be re-used in all versions of [[Sum of All Fears, The (VG)|The Sum of All Fears]], the M16A4 is also depicted as fully automatic in ''Jungle Storm''.]]&lt;br /&gt;
[[Image:GhostReconM16A4JungleStrike.jpg|thumb|none|600px|The version of the M16A4 with no M203 in ''Jungle Storm'', with ACOG and Sling.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] appears in the game as &amp;quot;5.56mm Carbine&amp;quot;, it is exclusive to the Xbox version of Desert Siege and Jungle Strike, it would later be re-used for ''[[Sum of All Fears, The (VG)|The Sum of All Fears]]''.&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|none|400px|H&amp;amp;K G36K - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A1==&lt;br /&gt;
The [[L85A1]] appears as &amp;quot;SA80&amp;quot; in the game. It is always fitted with a SUSAT scope, giving it greater zoom than the M4A1. Often used by NPC British UN peacekeepers, and is the primary weapon of former SAS demolition specialist Nigel Tunney.&lt;br /&gt;
[[Image:L85A1.jpg|thumb|none|350px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GR-SA80.jpg|thumb|none|600px|A British UN peacekeeper holds the L85A1 during the defense of the HQ in the third mission of the game (the pre-game briefing refers to these soldiers as Georgian although they are clearly British). Note the KFOR patch on his uniform.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.63==&lt;br /&gt;
Added in ''Desert Siege'', the [[FN FAL]] appears as &amp;quot;7.62mm Carbine&amp;quot; in the game. Has an incorrect 3-round burst mode.&lt;br /&gt;
In ''Jungle Storm'' Harold Gordon carries a FN FAL in the ''Island Thunder'' campaign.&lt;br /&gt;
[[Image:Fal para-1-.jpg|thumb|none|400px|FN FAL 50.63 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRDS-FAL.jpg|thumb|none|600px|A Ghost aims his FAL.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The [[XM29 Objective Individual Combat Weapon]] (consists of a shortened G36 and an over-barrel grenade launcher) appears as a specialist weapon, used by unlockable specialist characters Captain William Jacobs and Sergeant Leah &amp;quot;Lindy&amp;quot; Cohen. The weapon components can be separated and the assault rifle portion can be used by itself, though the grenade launcher cannot.&lt;br /&gt;
In ''Jungle Storm'' British specialist John B. Duval has the OICW.&lt;br /&gt;
[[Image:Oicw.jpg|thumb|none|400px|H&amp;amp;K Objective Individual Combat Weapon (OICW) - 5.56x45mm &amp;amp; 20mm]]&lt;br /&gt;
[[Image:GR-OICW.jpg|thumb|none|600px|A Ghost Operative holds the XM29 OICW.]]&lt;br /&gt;
[[Image:GR-XM29 OICW.jpg|thumb|none|600px|The XM29 without the grenade launcher part and with folding stock.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza==&lt;br /&gt;
The [[OTs-14-4A Groza]] appears in ''Desert Siege''. Unlike the other assault rifles that have an optional grenade launcher, the Groza's GP-25 cannot be removed. Chambered in 9x39mm, noted by the 20-round magazine.&lt;br /&gt;
[[Image:OTs-14 Groza.jpg|thumb|none|400px|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[Image:GRDS-Groza.jpg|thumb|none|600px|The OTs-14-4A Groza in the hands of a Ghost Operative.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82A1]] is a powerful long-range sniper rifle with a 10-round magazine and good rate of fire. Appears as &amp;quot;M82&amp;quot; in the game, used by US Army sniper specialist Scott Ibrahim.&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|450px|Barrett M82A1 sniper rifle - .50 BMG]]&lt;br /&gt;
[[Image:GR-M82A1.jpg|thumb|none|600px|A Ghost sniper holds the M82A1.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M98==&lt;br /&gt;
The prototype-only [[Barrett M98]] semi-automatic sniper rifle is one of the new usable weapons in ''Desert Siege''. Appears as &amp;quot;M98&amp;quot;.&lt;br /&gt;
[[Image:M98.jpg|thumb|none|500px|Barrett M98 - .416 Barrett]]&lt;br /&gt;
[[Image:GR-M98.jpg|thumb|none|600px|A Ghost sniper holds the Barrett M98.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AW==&lt;br /&gt;
The [[Accuracy International AW]] is the primary weapon of SAS sniper specialist Jack Stone. Holds ten rounds. Appears incorrectly as the &amp;quot;L96A1&amp;quot;; that is the designation for the AI Precision Marksman.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|400px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GR-L96.jpg|thumb|none|600px|A Ghost sniper with the AE.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is added in ''Island Thunder'' or as an unlockable in the console ports of original. Appears as &amp;quot;7.62mm Sniper&amp;quot; in the game.&lt;br /&gt;
[[image:H&amp;amp;KPSG01.jpg|thumb|none|400px|H&amp;amp;K PSG-1 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRIT-PSG1.jpg|thumb|none|600px|A Ghost sniper with the PSG-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company SR-25==&lt;br /&gt;
The [[SR-25]] appears in ''Desert Siege''. Holds 20 rounds. A suppressed version is also available, where the suppressor is represented by a slightly longer barrel. Called &amp;quot;SR25&amp;quot; and &amp;quot;SR25 SD&amp;quot;, respectively.&lt;br /&gt;
[[Image:SR25.jpg|thumb|none|400px|Knight's Armament SR-25 7.62x51mm NATO with suppressor and Harris bipod]]&lt;br /&gt;
[[Image:GRIT-SR25.jpg|thumb|none|600px|The SR-25 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] is the primary weapon of the sniper class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|401px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GR-M24.jpg|thumb|none|600px|A Ghost Sniper holds the M24 SWS.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[Dragunov]] is used by enemy snipers, and also by Lithuanian Army specialist character Sergeant Astra Galinsky. Weapon has a mounted PSO-1 scope.&lt;br /&gt;
In ''Jungle Storm'' it is also used by US Army specialist sniper Gus Babrer.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:GR-SVD.jpg|thumb|none|600px|The SVD in the game.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN M249E2 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249E2 Squad Automatic Weapon]] is the standard machine gun of the Support class. Appears with 200-round drum magazines. Referred to as &amp;quot;M249&amp;quot;.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with detachable 200 round ammo box - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GR-M249.jpg|thumb|none|600px|A Ghost with the SAW. Note the removed heat-shield.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240G==&lt;br /&gt;
The [[FN M240G]] is introduced in ''Island Thunder'' and is fitted with a scope. It is very powerful and accurate, but holds only 50 rounds. Appears correctly as &amp;quot;M240G&amp;quot;.&lt;br /&gt;
[[image:Fn mag g.jpg|thumb|none|400px|FN M240G USMC-style with no heat-shield - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GR-M240.jpg|thumb|none|600px|A Ghost with the M240G machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60]] is a usable machine gun in ''Desert Siege'' or as an unlockable in the console versions of the original .&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|400px|M60 GPMG - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRDS-M60.jpg|thumb|none|600px|A Ghost with an M60 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is introduced in ''Desert Siege'' as a usable machine gun, available to Support soldiers and the Eritrean Defense Forces specialist Jodit Haile. Oddly, while regular soldiers who use it are properly listed as Support soldiers, Haile is listed in-game as a Rifleman specialist.&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|515px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[Image:GRDS-PKM.jpg|thumb|none|600px|The PKM as held by the rifleman-who's-actually-a-support specialist.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is used by the Russians and Georgian squad gunner Guram Osadze both. It is incorrectly fitted with 75-round drum mags, instead of the 45-round box mags.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|400px|RPK-74 light machine gun with 40-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:GR-RPK74.jpg|thumb|none|600px|A Georgian Ghost with the RPK-74 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The [[Degtyaryov DP-28]] is introduced in ''Island Thunder''. Holds 47 rounds. Appears as &amp;quot;Russian 7.62 DP&amp;quot; in the game, and is used by Cuban soldiers heavily.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[Image:GR-DP.jpg|thumb|none|600px|The DP-28 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov RP-46==&lt;br /&gt;
The [[Degtyaryov RP-46]] is added in ''Island Thunder''. Appears as &amp;quot;RP46&amp;quot;.&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
[[Image:GR-RP46.jpg|thumb|none|600px|A Ghost with an RP-46 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] is usable by the Support class, and is the primary weapon of Bundeswehr specialist Dieter Munz.&lt;br /&gt;
[[Image:MG3 Black furniture.jpg|thumb|none|400px|MG3 Machine Gun - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[Image:GR-MG3.jpg|thumb|none|600px|A Ghost with an MG3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Hawk MM1==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] is added in ''Island Thunder'' as a new primary weapon for the Demo class, most notably the kit used by returning demo specialist Klaus Henkel. Appears as &amp;quot;MM1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MM1 GL short barrel.jpg|thumb|none|450px|Hawk MM1 grenade launcher with short barrel - 40x46mm]]&lt;br /&gt;
[[Image:GRIT-MM1.jpg|thumb|none|600px|A Ghost with the MM1 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[M136 AT4]] can be selected as a secondary weapon for the Demo class. Like in most video games, it is shown as reloadable. Backblast is somewhat simulated, as friendlies behind the launcher will be injured or killed by it, but enclosed spaces do not impose a similar risk to the user. Appears as &amp;quot;M136&amp;quot; in the game. Interestingly, while &amp;quot;Recruit&amp;quot; difficulty gives almost every weapon infinite reserve ammunition, the AT4 is not included, presumably due to its immense power (and/or greater risk of friendly fire).&lt;br /&gt;
[[Image:AT-4Launcher.jpg‎ |thumb|none|450px|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[Image:GR-AT4.jpg|thumb|none|600px|An AT4 on a Ghost's back.]]&lt;br /&gt;
[[Image:GR-M136.jpg|thumb|none|600px|Another Ghost aims the AT4.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AN-94 Abakan, AK-74M and OTs-14-4A Groza rifles.&lt;br /&gt;
[[Image:Akm gp25.jpg|thumb|none|400px|GP-25 40mm grenade launcher mounted on an [[AK-47#AKM|AKM]] (7.62x39mm)]]&lt;br /&gt;
[[Image:GRDS-AbakanGP25.jpg|thumb|none|600px|GP-25 mounted on an AN-94 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] can be selected as an attachment for the [[M16A4]].&lt;br /&gt;
[[Image:M203.jpg|thumb|none|330px|M203 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:GR-M203.jpg|thumb|none|600px|An M203 mounted on an M16A4 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is added in Desert Siege and is used by Etohpian Soldiers in the fourth mission but is not usable by the Ghosts without modding.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:GhostReconDesertSiegeRPG-8.jpg|thumb|none|600px|Via mods, a Ghost holds his equipped RPG-7]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] is seen at the NATO forward base during the 3rd mission &amp;quot;Stone Bell&amp;quot;. M2HBs also are mounted on friendly Abrams tanks in some missions; the tanks are M1A2s as evidenced by the Commander's Independent Thermal Viewer (CITV) on top of the tank.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:GR-M2.jpg|thumb|none|600px|A British UN peacekeeper mans the Browning M2 machine gun. Note that it erroneously has five vent holes on the barrel. During the pre-mission briefing, the soldiers are referred to as Georgian, however, in-game they are clearly British.]]&lt;br /&gt;
[[Image:GR-M2HB.jpg|thumb|none|600px|The player fires the M2HB.]]&lt;br /&gt;
[[Image:GR-FriendlyTank.jpg|thumb|none|600px|A friendly M1A2 Abrams in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is seen mounted on several NPC Bradley IFV's during the 14th mission &amp;quot;Willow Bow&amp;quot;.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25mm]]&lt;br /&gt;
[[Image:GR-IFV.jpg|thumb|none|600px|Bradley IFV]]&lt;br /&gt;
&lt;br /&gt;
==FN M240C==&lt;br /&gt;
The [[FN M240C]] is coaxial mounted on the Abrams tank and Bradley IFV.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GR-IFV.jpg|thumb|none|600px|Bradley IFV]]&lt;br /&gt;
[[Image:GR-FriendlyTank.jpg|thumb|none|600px|A friendly Abrams in the game fitted with an M240C next to the main gun, as well as an M240D at the Loader's hatch.]]&lt;br /&gt;
&lt;br /&gt;
==AGS-17==&lt;br /&gt;
The [[AGS-17]] is seen mounted at enemy camps in ''Island Thunder''. The game refers to it as &amp;quot;AGS&amp;quot; during a briefing before a mission in IT, which involves capturing an enemy AGS-17 mounted on a tripod. Like the mounted machine guns, the AGS-17 is also equipped with an infinite ammo drum.&lt;br /&gt;
In ''Jungle Storm'' the AGS-17 was removed as a usable weapon with it's spawns mostly replaced by machine guns however one particular AGS-17 in the ''Island Thunder'' campaign that you capture as part of an objective was turned into an unusable &amp;quot;packed up&amp;quot; AGS-17 on the ground.&lt;br /&gt;
[[Image:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30mm]]&lt;br /&gt;
[[Image:GRIT-AGS17.jpg|thumb|none|600px|An AGS-17 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
In ''Island Thunder'', at the beginning of most missions, the Ghosts are transported to the field of operation with Black Hawk helicopters. The Black Hawks are armed with [[M134 Minigun]]s.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRIT-Heli.jpg|thumb|none|600px|An M134 Minigun mounted on a Black Hawk helicopter as it deploys the Ghosts into Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==NSV heavy machine gun==&lt;br /&gt;
The [[NSV heavy machine gun]] appears on tripods and is used heavily by Russian Ultranationalists. The player can use them also. Has unlimited ammunition. NSVs are also seen mounted on T-72 tanks.&lt;br /&gt;
[[Image:6U6 NSV 02.jpg|thumb|none|400px|Tripod-mounted NSV heavy machine gun with ammo box and belt - 12.7x107mm]]&lt;br /&gt;
[[Image:GR-MMG-2.jpg|thumb|none|600px|An NSV heavy machine gun with spade grips in the game.]]&lt;br /&gt;
[[Image:GR-Tank.jpg|thumb|none|600px|A T-72, with an NSV mounted on the commander's hatch.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42 30mm Cannon==&lt;br /&gt;
[[Shipunov 2A42]] automatic cannons can be seen on Russian BMP-2 IFV's in various levels.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:GR-MoreWheels.jpg|thumb|none|600px|Russian BMP-2 IFV with Shipunov 2A42 cannon.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] can be seen on a Mi-24 Hind during the 13th mission &amp;quot;Arctic Sun&amp;quot;.&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:GR-Heli.jpg|thumb|none|600px|An Mi-24 Hind-D in a Russian hangar.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears in the game as &amp;quot;FRAG&amp;quot;. Interestingly, it shows up as the [[M67 hand grenade]] on the HUD.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|1500px|M26 HE Frag hand grenade]]&lt;br /&gt;
[[Image:GR-M26.jpg|thumb|none|600px|The M26 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] can be used by the Demo class. Unlike in possibly every other video game out there, the Claymore here is shown correctly as a command-detonated mine, which explodes only if the player uses the detonator. Appears as &amp;quot;Claymore&amp;quot; in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:GR-M18A1.jpg|thumb|none|600px|A Claymore mine in the game.]]&lt;br /&gt;
&lt;br /&gt;
==SLAM==&lt;br /&gt;
The [[SLAM]] appears as &amp;quot;Demo Charge&amp;quot; in the game. Three SLAMs are in one kit, and can only be used by Demolition class soldiers. In the original game, deployed SLAMs cannot be detonated during missions. They always explode in cut-scenes after the missions. In ''Island Thunder'', the SLAMs automatically explode when all the Ghosts leave the blast zone.&lt;br /&gt;
[[Image:SLAM.jpg|none|thumb|199px|SLAM]]&lt;br /&gt;
[[Image:GR-SLAM.jpg|thumb|none|600px|A deployed SLAM.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=CSI:_Miami_-_Season_1&amp;diff=1631890</id>
		<title>CSI: Miami - Season 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=CSI:_Miami_-_Season_1&amp;diff=1631890"/>
		<updated>2023-11-29T23:25:59Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
'''The following weapons appear in the television series ''[[CSI: Miami]]'':'''&lt;br /&gt;
[[Image:CSI-Miami-S1.jpg|thumb|right|300px|CSI: Miami (2002-2003)]] &lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta 92FS]] pistols are seen in the hands of both Miami-Dade police and suspects in the series. Horatio Caine ([[David Caruso]]) is seen drawing a 92FS in the ''[[CSI: Crime Scene Investigation]]'' Season 2 episode &amp;quot;Cross Jurisdictions&amp;quot; (which also served as the pilot for this series).  &lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS 9x19mm]]&lt;br /&gt;
[[File:CSIMS1 03.jpg|thumb|none|600px|Lt. Horatio Caine ([[David Caruso]]) draws his Beretta 92FS in the CSI: Miami pilot episode (aka CSI S2's &amp;quot;Cross Jurisdictions).]]&lt;br /&gt;
[[File:CSIMS1 06.jpg|thumb|none|600px|Horatio clears the house armed with the Beretta 92FS in the CSI: Miami pilot episode.]] &lt;br /&gt;
&lt;br /&gt;
==Beretta Cougar==&lt;br /&gt;
Lt. Horatio Caine ([[David Caruso]]) uses a [[Beretta Cougar 8045F]] pistol as his primary sidearm throughout Seasons 1 and 2 of the series.&lt;br /&gt;
[[Image:Beretta8045.jpg|thumb|300px|none|Beretta Cougar 8045F .45 ACP]] &lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 17]] pistol is another common weapon seen in ''CSI: Miami''. Sergeant Frank Tripp ([[Rex Linn]]) also used this gun in Season 1. &lt;br /&gt;
Jeff Wilton ([[Eric Ladin]]) during a school shooting in &amp;quot;Grave Young Men&amp;quot; (S1E20).  &lt;br /&gt;
&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17 9x19mm]]&lt;br /&gt;
[[File:CSIMS1 58.jpg|thumb|none|600px|In &amp;quot;Grave Young Men&amp;quot; (S1E20), Jeff Wilton ([[Eric Ladin]]) uses a [[Glock 17]] to shoot up a school.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Eric Delko ([[Adam Rodriguez]]) uses a [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP]] pistol throughout Seasons 1-4. Calleigh Duquesne can also be seen at the crime lab's shooting range with one though is stopped from firing when something drips from the ceiling and lands on the sleeve of her lab coat.&lt;br /&gt;
[[Image:H&amp;amp;KUSP40.jpg|thumb|300px|none|Heckler &amp;amp; Koch USP .40 S&amp;amp;W]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch USP Compact]] is the sidearm of Megan Donner ([[Kim Delaney]]).&lt;br /&gt;
[[Image:USPCompact9.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP Compact 9 - 9mm]]&lt;br /&gt;
[[File:CSIMS1 16.jpg|thumb|none|600px|A [[Heckler &amp;amp; Koch USP Compact]] is drawn by Megan Donner ([[Kim Delaney]]) in Season 1's &amp;quot;Losing Face&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Infinity Tiki-T==&lt;br /&gt;
Calleigh can be seen carrying an [[M1911 pistol series#Infinity Tiki-T|Infinity Tiki-T]] as her sidearm for a short time before switching to her Kimber, despite this $6,000 dollar 1911 variant being highly unlikely to be carried by or even affordable to a police officer.&lt;br /&gt;
[[Image:Tiki1 368 206.jpg|thumb|none|300px|Infinity Tiki-T .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 R (Stainless Slide)==&lt;br /&gt;
Tim Speedle ([[Rory Cochrane]]) carried a [[Jericho 941 R]] fitted with a stainless slide (also known as a Magnum Research Baby Eagle) during his tenure on the series. Speedle had a habit of not keeping up with the maintenance on his weapon - a flaw which bit him once during Season 1's &amp;quot;Dispo Day&amp;quot; (S1E18), when a gunman shot him in his body armor after his gun jammed during an ambush. The gun's firing pin was stopped by fouling, which even after two hammer strikes, did not fire the gun, leaving Speedle defenseless to the shooter. The incident led Horatio to give him a cleaning kit for his gun.  &lt;br /&gt;
[[Image:Jericho941FullSize.jpg|thumb|none|300px|Jericho 941 R - 9x19mm]]&lt;br /&gt;
[[Image:CSIMS1 45.jpg|thumb|none|600px|Tim Speedle ([[Rory Cochrane]]) returns fire with his Jericho in Season 1's &amp;quot;Dispo Day&amp;quot; (S1E18).]]&lt;br /&gt;
[[Image:CSIMS1 51.jpg|thumb|none|600px|Speedle tries to fire his Jericho.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 3913 &amp;quot;Ladysmith&amp;quot;==&lt;br /&gt;
Calleigh Duquesne ([[Emily Procter]]) carries a [[Smith &amp;amp; Wesson 3913 &amp;quot;Ladysmith&amp;quot;]] throughout Seasons 1-4. &lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W Model 3913.jpg|thumb|none|300px|Smith &amp;amp; Wesson 3913 LS &amp;quot;Ladysmith&amp;quot; 9x19mm]] &lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
Miami-Dade SWAT officers carry the [[Heckler &amp;amp; Koch MP5A2]] with Navy trigger groups and SureFire dedicated forend weaponlights in several episodes.  &lt;br /&gt;
[[Image:SWATMP5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 9x19mm with Navy trigger group and Surefire dedicated forend weaponlight]]&lt;br /&gt;
[[File:CSIMS1 37.jpg|thumb|none|600px|SWAT officer with the MP5A2 in &amp;quot;Kill Zone&amp;quot; (S1E09).]]&lt;br /&gt;
[[File:CSIMS1 38.jpg|thumb|none|600px|Closeup of the MP5A2's in &amp;quot;Kill Zone&amp;quot; (S1E09).]] &lt;br /&gt;
&lt;br /&gt;
== Intratec TEC-DC9 ==&lt;br /&gt;
In &amp;quot;Dispo Day&amp;quot; (S1E18), assassins are seen using [[Interdynamic KG-9 / Intratec TEC-9#Intratec TEC-DC9|Intratec TEC-DC9]]'s during an ambush. &lt;br /&gt;
[[Image:Tec-DC9.jpg|thumb|none|300px|Intratec TEC-DC9 9x19mm]]&lt;br /&gt;
[[File:CSIMS1 42.jpg|thumb|none|600px|In &amp;quot;Dispo Day&amp;quot; (S1E18), assassins are seen using [[Interdynamic KG-9 / Intratec TEC-9#Intratec TEC-DC9|Intratec TEC-DC9]]'s during an ambush. ]]&lt;br /&gt;
&lt;br /&gt;
== Cobray M11/9 ==&lt;br /&gt;
In &amp;quot;Dispo Day&amp;quot; (S1E18), assassins are seen using [[Cobray M11/9]]'s during an ambush.&lt;br /&gt;
&lt;br /&gt;
[[Image:M11 2.jpg|thumb|none|300px|Cobray M11/9 9x19mm]]&lt;br /&gt;
[[File:CSIMS1 44.jpg|thumb|none|600px|In &amp;quot;Dispo Day&amp;quot; (S1E18), assassins are seen using [[Cobray M11/9]]'s during an ambush. ]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== M4A1 Carbine ==&lt;br /&gt;
The [[M4A1 carbine]] appears in the series being used by Miami-Dade SWAT. SWAT officers return fire with M4A1s during an ambush on a convoy in &amp;quot;Dispo Day&amp;quot; (S1E18).&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 Carbine fitted with an ACOG scope and Surefire M500AB weapon light as seen in the film ''[[S.W.A.T. (2003)]]''.]] &lt;br /&gt;
[[File:CSIMS1 48.jpg|thumb|none|600px|In &amp;quot;Dispo Day&amp;quot; (S1E18), SWAT officers return fire with their M4A1s.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
In &amp;quot;Grave Young Men&amp;quot; (S1E20), Jeff Wilton ([[Eric Ladin]]) uses a [[Ruger Mini-14]] to shoot up a school.  In &amp;quot;Lost Son&amp;quot; (S3E1), a police honor guard at Tim Speedle's funeral can be seen firing a salute using [[Ruger Mini-14]] rifles, featuring black synthetic stocks and having the metal parts chromed. A pistol gripped model is used by a woman to shoot a priest in Season 1.&lt;br /&gt;
[[Image:Ruger Mini-14 black.jpg|thumb|none|350px|Ruger Mini-14 5.56x45mm]]&lt;br /&gt;
[[File:CSIMS1 55.jpg|thumb|none|600px|In &amp;quot;Grave Young Men&amp;quot; (S1E20), Jeff Wilton ([[Eric Ladin]]) uses a [[Ruger Mini-14]] to shoot up a school.]]&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington 700==&lt;br /&gt;
In the pilot episode &amp;quot;Cross Jurisdictions&amp;quot;, Horatio is seen taking aim with a [[Remington 700]] rifle.&lt;br /&gt;
[[Image:Remington-Model-700-BDL 308.jpg|thumb|none|500px|Remington 700 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSIMS1 01.jpg|thumb|none|600px|In the pilot episode &amp;quot;Cross Jurisdictions&amp;quot;, Horatio is seen taking aim with a [[Remington 700]] rifle.]]&lt;br /&gt;
[[File:CSIMS1 02.jpg|thumb|none|600px|Horatio holds the rifle as Las Vegas [[CSI]]s Catherine Willows ([[Marg Helgenberger]]) and Warrick Brown ([[Gary Dourdan]]) look on.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700SPS==&lt;br /&gt;
In the pilot episode, &amp;quot;Cross Jurisdictions&amp;quot;, a [[Remington 700PSS|Remington 700 SPS]] rifle fitted with an infra-red night vision scope is seen in the hands of a SWAT sniper when a suspect is believed to be cornered aboard a yacht, though is unable to make out exactly who is aboard the vessel and despite orders to fire from an FBI agent on the scene, does not take the shot after Caine tells the sniper that it could be a civilian.&lt;br /&gt;
[[File:Rem700SPS.jpg|thumb|none|350px]]&lt;br /&gt;
[[File:CSIMS1 08.jpg|thumb|none|600px|In the pilot episode, &amp;quot;Cross Jurisdictions&amp;quot;, a [[Remington 700PSS|Remington 700 SPS]] rifle is seen in the hands of a SWAT sniper fitted with an infra-red night vision scope.]]&lt;br /&gt;
[[File:CSIMS1 10.jpg|thumb|none|600px|Closeup of the trigger of the sniper's Model 700SPS]]&lt;br /&gt;
[[File:CSIMS1 11.jpg|thumb|none|600px|Caine tells the sniper that his target could be a civilian as the sniper looks through his Model 700SPS' scope]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700PSS ==&lt;br /&gt;
In Season 1's &amp;quot;Kill Zone&amp;quot; (S1E09), Caine and Duquesne can be seen at a rifle range firing [[Remington Model 700#Remington 700PSS/700P|Remington Model 700PSS]] sniper rifles. &lt;br /&gt;
[[Image:RemingtonPSS700.jpg|thumb|none|450px|Remington Model 700PSS with Harris bipod and Leupold Mark 4 scope .300 Win Mag]]&lt;br /&gt;
[[File:CSIMS1 27.jpg|thumb|none|600px|In Season 1's &amp;quot;Kill Zone&amp;quot; (S1E09), Duquesne can be seen at a rifle range firing a [[Remington Model 700#Remington 700PSS/700P|Remington Model 700PSS]] sniper rifle.]]&lt;br /&gt;
[[File:CSIMS1 28.jpg|thumb|none|600px|In Season 1's &amp;quot;Kill Zone&amp;quot; (S1E09), Horatio can be seen at a rifle range firing a [[Remington Model 700#Remington 700PSS/700P|Remington Model 700PSS]] sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 AICS==&lt;br /&gt;
A serial sniper is seen using a [[Remington Model 700#Remington 700 AICS|Remington 700 AICS]] as his weapon of choice in &amp;quot;Kill Zone&amp;quot; (S1E09).&lt;br /&gt;
[[File:AICS.jpg|thumb|none|450px|Remington AICS 7.62x51mm NATO with Harris bipod]]&lt;br /&gt;
[[File:CSIMS1 35.jpg|thumb|none|600px|A serial sniper is seen using the Remington 700 AICS as his weapon of choice in &amp;quot;Kill Zone&amp;quot; (S1E09).]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 Field Shotgun==&lt;br /&gt;
A [[Remington 870]] Field Shotgun is used in Season 1's &amp;quot;Slaughterhouse&amp;quot;.&lt;br /&gt;
[[File:Remington870Fieldgun.jpg|thumb|none|450px|]]&lt;br /&gt;
[[File:CSIMS1 24.jpg|thumb|none|600px|A [[Remington 870]] Field Shotgun is used in Season 1's &amp;quot;Slaughterhouse&amp;quot;.]]&lt;br /&gt;
{{CSI Series}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:CSI]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay&amp;diff=1624238</id>
		<title>State of Decay</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay&amp;diff=1624238"/>
		<updated>2023-11-04T04:54:30Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* McMillan TAC-50 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of decay box art.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= June 5, 2013&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Xbox 360&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Microsoft Windows&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay''''' is a 2013 third-person open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, simulation and survival horror in its depiction of a zombie apocalypse as it strikes in the remote Trumbull County somewhere in the United States. Players control multiple characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features some 100 firearms divided into several categories across nine calibers. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51 and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). It is also worth mentioning that some of the guns in-game has some minor changes and/or features to their real-life models.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. Loot is largely randomized, which means that what guns you find varies widely from one playthrough to the next.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with improvised suppressors to muffle their report.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and improvised suppressors are a big asset, though some guns (such as revolvers and shotguns) cannot be suppressed.&lt;br /&gt;
&lt;br /&gt;
The first DLC, '''''Breakdown''''', adds an additional 36 firearms.&lt;br /&gt;
&lt;br /&gt;
The second DLC, '''''Lifeline''''', adds an additional 40 firearms.&lt;br /&gt;
&lt;br /&gt;
A sequel, ''[[State of Decay 2]]'', was released on May 22, 2018.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==1911 Variant==&lt;br /&gt;
===&amp;quot;Carrier 1911&amp;quot;===&lt;br /&gt;
The unknown subcompact 1911 pistol appears in the game as the &amp;quot;Carrier 1911&amp;quot;. It appears to be a two-tone variant, with a stainless steel slide, but a parkerized finish frame.&lt;br /&gt;
[[file:StateOfDecay Carrier 1911 4.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Carrier 1911 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Carrier 1911 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-carrier 1911.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;D 1911&amp;quot;===&lt;br /&gt;
The unknown 1911 pistol appears in the game as the &amp;quot;D 1911&amp;quot;. It appears with a black finish and custom grips.&lt;br /&gt;
[[file:KimberSSTargetII.jpg|thumb|none|350px|Stainless Kimber Target II - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 Blued version - .45 ACP]]&lt;br /&gt;
[[file:SOD-d_1911_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt D1911 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt D1911 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-d_1911.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag Pistol==&lt;br /&gt;
The [[AMC Auto Mag Pistol]] appears in the game as the &amp;quot;Automag&amp;quot;.&lt;br /&gt;
[[File:HiStandard44AutomagMod180.jpg|thumb|none|350px|High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)]]&lt;br /&gt;
[[file:StateOfDecay AMC Auto Mag Pistol 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AMC Auto Mag Pistol 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay AMC Auto Mag Pistol 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-automag.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 84FS==&lt;br /&gt;
The [[Beretta 84FS]] appears in the game as the &amp;quot;84 Wildcat&amp;quot;.&lt;br /&gt;
[[File:Beretta84Inox.jpg|thumb|none|350px|Beretta 84FS Inox  - .380 ACP]]&lt;br /&gt;
[[file:SOD-84 wildcat journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Beretta 84FS 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Beretta 84FS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-84 wildcat.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
The [[Beretta 92 pistol series|Beretta 92FS]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[file:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[file:SOD-m9_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay M9 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m9.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 93R===&lt;br /&gt;
The [[Beretta 93R]] appears in the game as the &amp;quot;93 Raffica&amp;quot;.&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay Beretta 93 Raffica 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Beretta 93 Raffica 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Beretta 93 Raffica 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-93_raffica.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in the game as the &amp;quot;PX4 Storm&amp;quot;.&lt;br /&gt;
[[file:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay pX4 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay pX4 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay pX4 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] appears in the game as the &amp;quot;Hi-Power&amp;quot;.&lt;br /&gt;
[[File:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[file:SOD-hi-power journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Browning Hi-Power 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Browning Hi-Power 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-hi-power.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] appears in the game as the &amp;quot;1911A1 Officer&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg|thumb|350px|none|World War II Colt M1911A1 Pistol - .45 ACP]]&lt;br /&gt;
[[file:SOD-1911a1_officer_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt M1911A1 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-1911a1_officer.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
===CZ 75===&lt;br /&gt;
The [[CZ 75]] appears in the game as the &amp;quot;BZ 75&amp;quot;.&lt;br /&gt;
[[file:Cz75b9mm.jpg|thumb|none|350px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[file:SOD-bz 75 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-bz 75.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 75 Automatic===&lt;br /&gt;
The [[CZ 75 Automatic]] appears in the game as the &amp;quot;Bz 75 Automatic&amp;quot;.&lt;br /&gt;
[[file:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay CZ75 Auto 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CZ75 Auto 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay CZ75 Auto3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-bz_75_automatic.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 75 Compact===&lt;br /&gt;
The [[CZ 75 Compact]] appears in the game as the &amp;quot;BZ 75 ST&amp;quot;.&lt;br /&gt;
[[file:CZ 75 D COMPACT.jpg|thumb|350px|none|CZ 75 D Compact (w/ accessory rail) -  9x19mm]]&lt;br /&gt;
[[file:SOD-bz_75_st_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 Compact 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 Compact 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-bz_75_st.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-07 Duty==&lt;br /&gt;
The [[CZ P-07 Duty]] appears in the game as the &amp;quot;P 07 Duty&amp;quot; in 9mm with a gray-colored frame.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 P-07 Duty 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p07_duty.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-07 Duty &amp;quot;Tactical&amp;quot;==&lt;br /&gt;
The [[CZ P-07 Duty]] appears in the game as the &amp;quot;P 07 Tactical Duty&amp;quot; in .40 caliber with a green frame.&lt;br /&gt;
[[file:CZ 75 P-07 Duty threaded barrel.jpg|thumb|none|350px|CZ 75 P-07 Duty with threaded barrel - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 P-07 Duty TACTICAL 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 P-07 Duty TACTICAL 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay CZ 75 P-07 Duty TACTICAL 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p07_tactical_duty.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle]] appears in the game as the &amp;quot;Condor&amp;quot;. It uses the same generalized .50 caliber ammo as the rifles, but with significantly less power.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[file:SOD-condor_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Desert eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Desert eagle 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-condor.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN ODG==&lt;br /&gt;
The [[FN Five-seveN]] appears in the game as the &amp;quot;Fifty-Seven&amp;quot;. It has an ODG (Olive Drab Green) frame finish and black controls.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - FN 5.7x28mm]]&lt;br /&gt;
[[file:SOD-fifty seven journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FN Five-seveN ODG 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay FN Five-seveN ODG 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-fifty seven.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP==&lt;br /&gt;
===FN FNP-45===&lt;br /&gt;
The [[FN_FNP#FNP-45|FNP-45]] appears in the game as the &amp;quot;F45&amp;quot;, with a stainless steel slide.&lt;br /&gt;
[[File:FNP45.jpg|thumb|none|350px|FNP-45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay FNP-45 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FNP-45 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay FNP-45 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-f45.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNX Tactical===&lt;br /&gt;
The [[FN_FNP#FNX-45_Tactical|FNX-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot; with a tan frame and red dot sight.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay FNX-45 Tactical 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FNX-45 Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay FNX-45 Tactical 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-f45_tactical.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Glock==&lt;br /&gt;
===Glock 17===&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17C&amp;quot;. One of the most common pistols in the game, along with the Glock 19. Despite the name, the slide does not appear to have compensator cuts.&lt;br /&gt;
[[file:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[file:SOD-g17c_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 17 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 17 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g17c.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G 18 (Compensated)&amp;quot;.&lt;br /&gt;
[[file:G18 comp.jpg|thumb|none|350px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay Glock 18C 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 18C 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 18C 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g18c.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19===&lt;br /&gt;
The [[Glock 19]] appears in the game as the &amp;quot;G19&amp;quot;.&lt;br /&gt;
[[file:Glock19pistol.jpg|thumb|none|350px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[file:SOD-g19 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 19 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 19 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g19.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
The [[Glock 20]] appears in the game as the &amp;quot;G20&amp;quot;, and is fitted with a scope.&lt;br /&gt;
[[file:Glock20.jpg|thumb|none|350px|Glock 20 (3rd Generation) -  10mm]]&lt;br /&gt;
[[file:SOD_G20.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 20 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 20 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g20.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21===&lt;br /&gt;
The [[Glock 21]] appears in the game as the &amp;quot;G21&amp;quot;.&lt;br /&gt;
[[file:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP.]]&lt;br /&gt;
[[file:SOD-g21 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 21 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 21 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g21.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 22===&lt;br /&gt;
The [[Glock 22]] appears in the game as the &amp;quot;G22&amp;quot;.&lt;br /&gt;
[[file:Glock22.jpg|thumb|none|350px|Glock 22 (3rd Generation) - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:SOD-g22_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 22 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 22 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g22.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 26===&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot;.&lt;br /&gt;
[[file:TTG26.jpg|thumb|none|350px|Glock 26 (Two Tone) - 9x19mm.]]&lt;br /&gt;
[[file:SOD-g26 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 26 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g26.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 31===&lt;br /&gt;
The [[Glock 31]] appears in the game as the &amp;quot;G 31&amp;quot;.&lt;br /&gt;
[[File:G31.jpg|thumb|none|350px|Glock 31 - .357 SIG]]&lt;br /&gt;
[[file:SOD-g31_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 32 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 32 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g31.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 32===&lt;br /&gt;
The [[Glock 32]] appears in the game as the &amp;quot;G 32&amp;quot;.&lt;br /&gt;
[[File:Glock32.jpg|thumb|none|350px|Glock 32 - .357 SIG]]&lt;br /&gt;
[[file:SOD-g32 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 32 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 32 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g32.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 33===&lt;br /&gt;
The [[Glock 33]] appears in the game as the &amp;quot;G 33&amp;quot;.&lt;br /&gt;
[[File:Glock 33.jpg|thumb|none|350px|Glock 33 - .357 SIG]]&lt;br /&gt;
[[file:SOD-g33 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Glock 33 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Glock 33 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g33.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] appears in the game as the &amp;quot;OHWS 40&amp;quot;; this appears to be a slightly off-the-mark reference to SOCOM's Offensive Handgun Weapon System (OHWS) program, which ultimately led to the development and adoption of the [[Heckler &amp;amp; Koch Mark 23]] (the USP series' predecessor). It incorrectly holds 13+1 like a USP Compact chambered in 9mm instead of 12+1 like an actual .40 S&amp;amp;W USP Compact.&lt;br /&gt;
[[File:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:SOD-ohws 40 journal.jpg|thumb|none|600px|The USP Compact's inventory description, which appears to be further confusing it with the Mark 23.]]&lt;br /&gt;
[[File:StateOfDecay Heckler &amp;amp; Koch USP Compact 2.jpg|thumb|none|600px|A survivor holds his USP Compact while pointedly refusing to acknowledge whatever has happened to his left.]]&lt;br /&gt;
[[File:StateOfDecay Heckler &amp;amp; Koch USP Compact 3.jpg|thumb|none|600px|Looking glum, he reloads his handgun, showing absolutely no trigger discipline in doing so.]]&lt;br /&gt;
[[File:SOD-ohws 40.jpg|thumb|none|600px|The USP's model loaded in an external editor. The textures appear to be photo-sourced; at full size, the &amp;quot;.40S&amp;amp;W&amp;quot; marking and remnants of a serial number can be seen on the barrel (with a slightly off-color patch to the left suggesting a removed HK logo), while the &amp;quot;Made in Germany&amp;quot; marking on the frame remains just barely legible (with the &amp;quot;HK Sidearms GmbH&amp;quot; marking above it once again visibly removed).]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Tactical Pro II==&lt;br /&gt;
The [[Kimber 1911 Series #Kimber Tactical Pro II|Kimber Tactical Pro II]] appears in the game as the &amp;quot;Tac Master 1911&amp;quot;, and is fitted with a scope on top of a rail.&lt;br /&gt;
[[File:Kimber Tactical Pro II.jpg|thumb|none|350px|Kimber Tactical Pro II - .45 ACP]]&lt;br /&gt;
[[file:SOD-tac master 1911 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Kimber Tactical Pro II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Kimber Tactical Pro II 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-tac master 1911.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in the game as the &amp;quot;P.08&amp;quot;.&lt;br /&gt;
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm.]]&lt;br /&gt;
[[file:StateOfDecay Luger P08 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Luger P08 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Luger P08 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p08.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Mk. 3 Target&amp;quot;. A common, entry-level pistol. Due to the relatively quiet report (even without a suppressor) and common ammo, this gun is often used to train rookie survivors in shooting.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:SOD_mk._3_target.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Mk III 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mk. 3 target.JPG|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220==&lt;br /&gt;
===SIG-Sauer P226===&lt;br /&gt;
====SIG-Sauer P226====&lt;br /&gt;
The [[SIG-Sauer P226]] appears in the game as the &amp;quot;P226&amp;quot;.&lt;br /&gt;
[[file:SigP226TwoTone02.jpg|thumb|none|350px|Two-tone SIG-Sauer P226 pistol - 9x19mm]]&lt;br /&gt;
[[file:SOD-p226_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay p226 clear 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay p226 clear 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p226.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
====SIG-Sauer P226 Equinox====&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Equinox]] appears in the game as the &amp;quot;P 226 SG&amp;quot;. P 226 SG has a custom finish and uses .357 SIG rounds.&lt;br /&gt;
[[File:P226 Equinox.jpg|thumb|none|350px|SIG-Sauer P226 Equinox - 9x19mm.]]&lt;br /&gt;
[[file:SOD-p226_sg_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P226 SG 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P226 SG 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p226_sg.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P228===&lt;br /&gt;
The [[SIG-Sauer_P220_pistol_series#SIG-Sauer_P228|SIG-Sauer P228]] appears in the game as the &amp;quot;M11&amp;quot;. Its journal description erroneously refers to it as a P226.&lt;br /&gt;
[[file:Sig-Sauer-P228.jpg|thumb|none|350px|SIG-Sauer P228 - 9x19mm]]&lt;br /&gt;
[[file:SOD-m11_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P228 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P228 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m11.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P229===&lt;br /&gt;
====SIG-Sauer P229====&lt;br /&gt;
The [[SIG-Sauer P229]] appears in the game as the &amp;quot;P229&amp;quot;. It appears to be the newer E2 model with the P228-style slide but it is fitted with older-style grips. Second model appears in the game as the &amp;quot;P 229-40&amp;quot; It uses .40 S&amp;amp;W rounds.&lt;br /&gt;
[[file:SIG-Sauer P229 E2.jpg|thumb|none|350px|SIG-Sauer P229 E2 - 9x19mm. This is the current production model of the P229 (for the sake of distinguishing between this version and the older-model P229, IMFDB still refers to it as the &amp;quot;P229 E2&amp;quot;, even though SIGArms no longer uses this designation).]]&lt;br /&gt;
[[file:SOD-p229_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P229 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P229 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p229.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
====SIG-Sauer P229-40====&lt;br /&gt;
[[file:P229.jpg|thumb|none|350px|SIG-Sauer P229 with Crimson Trace grips - .357 SIG]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P229 40 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P229 40 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer P229 40 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p229-40.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P250==&lt;br /&gt;
The [[SIG-Sauer P250]] appears in the game as the &amp;quot;CLEO STRIKER 40&amp;quot;.&lt;br /&gt;
[[File:P250-F-Nitron-detail-L.jpg|thumb|none|350px|SIG-Sauer P250 Full Size - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay CLEO STRIKER 40 4.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CLEO STRIKER 40 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay CLEO STRIKER 40 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P==&lt;br /&gt;
===Smith &amp;amp; Wesson M&amp;amp;P40===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P#Smith &amp;amp; Wesson M&amp;amp;P40|Smith &amp;amp; Wesson M&amp;amp;P40]] appears in the game as the &amp;quot;Mi.Le&amp;quot;.&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:SOD-mile_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson M&amp;amp;P40 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson M&amp;amp;P40 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mile.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson M&amp;amp;P45===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] appears in the game as the &amp;quot;MiLE .45&amp;quot;.&lt;br /&gt;
[[File:M&amp;amp;P 45 Brown.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4&amp;quot; barrel, tan frame &amp;amp; thumb safety - .45 ACP]]&lt;br /&gt;
[[file:SOD-mile45_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson M&amp;amp;P45 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson M&amp;amp;P45 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mile45.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XDM==&lt;br /&gt;
===Springfield Armory XDM===&lt;br /&gt;
The [[Springfield Armory XDM|Springfield Armory XDM]] appears in the game as the &amp;quot;X-Lock&amp;quot;.&lt;br /&gt;
[[File:SAXD-M.jpg|thumb|none|350px|Springfield Armory XDM 4.5 with stainless steel slide finish – .40 S&amp;amp;W]]&lt;br /&gt;
[[file:SOD-x-lock_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Springfield Armory XDM 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Springfield Armory XDM 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-x-lock.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory XDM Compact===&lt;br /&gt;
The [[Springfield Armory XD#Springfield_Armory_XD_Subcompact|Springfield Armory XDM Compact]] appears in the game as the &amp;quot;X-Lock Tactical&amp;quot;.&lt;br /&gt;
[[file:XDM9 3.8CBHC.jpg|thumb|none|350px|Springfield Armory XDM Compact – 9×19mm Parabellum]]&lt;br /&gt;
[[file:SOD-x-lock_tactical_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Springfield Armory XDM Compact Model 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Springfield Armory XDM Compact Model 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-x-lock_tactical.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] appears in the game as the &amp;quot;P 38 Stobaugh.&amp;quot; This appears to be starting character Hawke's sidearm of choice, and the weapon's in-game description suggests it was war trophy brought back from WWII by one of her relatives.&lt;br /&gt;
[[file:P38.jpg|thumb|none|350px|Walther P38 pistol (manufactured at the Mauser Factory) - World War II dated - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay Walther P38 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Walther P38 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Walther P38 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p38_stobaugh.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
The [[Walther PP]] (.22 Version) appears in the game as the &amp;quot;PP 22&amp;quot;&lt;br /&gt;
[[file:NickelPPK.jpg|thumb|350px|none|Walther PP Pistol in nickel finish - .32 ACP]]&lt;br /&gt;
[[file:SOD-pp22_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Walther PP 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Walther PP 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-pp_22.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
===Chiappa Rhino 40DS===&lt;br /&gt;
The [[Chiappa Rhino 40DS]] appears in the game as the &amp;quot;CLEO Revo C&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 40DS (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay cleo revo c 4.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay cleo revo c 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay cleo revo c 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
===Chiappa Rhino 50DS===&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:SOD-safari_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Chiappa Rhino 50DS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-safari.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The [[Colt Anaconda]] appears in the game as the &amp;quot;River Snake&amp;quot;.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|350px|Colt Anaconda with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[file:SOD-river snake journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt Anaconda 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt Anaconda 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-river snake.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Bankers Special==&lt;br /&gt;
The [[Colt Bankers Special]] appears in the game as the &amp;quot;Snub Special 22&amp;quot;.&lt;br /&gt;
[[File:Colt Bankers Special .22LR.jpg|thumb|none|350px|Colt Bankers Special - .22LR]]&lt;br /&gt;
[[file:SOD-snub special 22 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt Bankers Special 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt Bankers Special 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-snub special 22.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper P357&amp;quot;. In &amp;quot;Year One Survival Edition&amp;quot;, the revolver has no textures.&lt;br /&gt;
[[File:ColtPythonSS.jpg|thumb|none|350px|Colt Python Stainless Steel variant with 4&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[file:SOD-viper p357 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt Python 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-viper p357.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==M1917 Revolver==&lt;br /&gt;
The [[M1917 Revolver]] appears in the game as the &amp;quot;M1917&amp;quot;.&lt;br /&gt;
[[File:ColtModel1917.jpg|thumb|none|350px|Colt M1917 Revolver (Military issue with lanyard ring) - .45 ACP]]&lt;br /&gt;
[[file:SOD-m1917_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay M1917 Revolver 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m1917.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackbird&amp;quot;.&lt;br /&gt;
[[File:RugerBlackhawk44magnum.jpg|thumb|none|350px|Ruger Blackhawk - .44 magnum]]&lt;br /&gt;
[[file:SOD-blackbird_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Blackhawk 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-blackbird.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears as the &amp;quot;SP 101&amp;quot;. This model is chambered for the .357 Magnum rounds, has a 2.25&amp;quot; barrel and a bobbed hammer.&lt;br /&gt;
[[File:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 with bobbed hammer - .357 Magnum]]&lt;br /&gt;
[[file:SOD-sp_101_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger SP101 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-sp_101.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:SOD-model_29_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 29 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_29.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
===Smith &amp;amp; Wesson Model 500===&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears in the game as the &amp;quot;Anvil&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (4&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:SOD-anvil_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 500 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 500 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-anvil.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
===Smith &amp;amp; Wesson Model 500 Performance Center===&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Anvil Hammer&amp;quot; and has a 10.5&amp;quot; barrel. The barrel is inscribed &amp;quot;.500 Custom Center,&amp;quot; suggesting it may be chambered for something other than .500 Smith and Wesson.&lt;br /&gt;
[[File:S&amp;amp;W500BoneCollector.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 Bone Collector - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:SOD-anvil_hammer_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 500 Performance Center 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 500 Performance Center 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-anvil_hammer.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;Model 986&amp;quot;.&lt;br /&gt;
[[File:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9mm]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Smith &amp;amp; Wesson Model 986 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_986.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
===Taurus Raging Judge M513===&lt;br /&gt;
The [[Taurus Raging Judge|Taurus Raging Judge M513]] appears in the game as the &amp;quot;Diplomat&amp;quot;.&lt;br /&gt;
[[File:Taurus RJ M513 1.jpg|thumb|none|350px|Taurus Raging Judge M513 - .454 Casull.]]&lt;br /&gt;
[[file:SOD-diplomat_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Taurus Raging Judge 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Taurus Raging Judge 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-diplomat.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
===Taurus Raging Judge===&lt;br /&gt;
The [[Taurus Raging Judge]] appears in the game as the &amp;quot;Burning Diplomat&amp;quot;.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
[[file:StateOfDecay Burning diplomat 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Burning diplomat 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Burning diplomat 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] appears in the game as the &amp;quot;Toro Bravo&amp;quot;.&lt;br /&gt;
[[File:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[file:SOD-toro_bravo_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Taurus Raging Bull 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Taurus Raging Bull 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-toro_bravo.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Webley .455 Mk VI==&lt;br /&gt;
The [[Webley .455 Mk VI]] appears as the &amp;quot;Mark VI&amp;quot;.&lt;br /&gt;
[[File:Webley.JPG|thumb|none|350px|Webley Mk. VI - .455 Webley]]&lt;br /&gt;
[[file:SOD-mark_vi_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Webley .455 Mk VI 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay Webley .455 Mk VI 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mark_vi.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
===AA-12===&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;A12&amp;quot;.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|450px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[file:SOD-a12_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay aa-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay aa-12 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-a12.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===AA-12 Customized===&lt;br /&gt;
A customized [[AA-12]] appears as the &amp;quot;A12 Custom&amp;quot;. This version is fitted with a 20 round drum magazine and limited to semi-automatic fire rather than fully automatic.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[file:SOD-a12_custom_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AA12 custom 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay AA12 custom 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-a12_custom.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
The [[Benelli M4 Super 90]] appears in the game as the &amp;quot;M1014&amp;quot;&lt;br /&gt;
[[file:Benelli_m4_2.jpg‎|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 Gauge]]&lt;br /&gt;
[[file:SOD-m1014_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Benelli M4 Super 90 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m1014.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90 &amp;quot;Super 90 KIWF&amp;quot;===&lt;br /&gt;
The [[Benelli M4 Super 90]] appears in the game as the &amp;quot;Super 90 KIWF&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay Super 90 KIWF 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Super 90 KIWF 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Super 90 KIWF 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
The [[Crye Precision SIX12]] appears in the game as the &amp;quot;REVO 6-12&amp;quot;.&lt;br /&gt;
[[file:Crye Precision SIX12 prototype.jpg|thumb|none|450px|Crye Precision SIX12 (1st prototype) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay REVO 6-12 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay REVO 6-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay REVO 6-12 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
===Crye Precision SIX12 &amp;quot;CLEO REVO Shotgun&amp;quot;===&lt;br /&gt;
The [[Crye Precision SIX12]] appears in the game as the &amp;quot;CLEO REVO Shotgun&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay cleo revo shotgun 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay cleo revo shotgun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay cleo revo shotgun 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Double barreled shotgun==&lt;br /&gt;
===Double barreled shotgun===&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun#Side by Side Shotgun|Double Barreled shotgun]] appears as the &amp;quot;Coachgun&amp;quot;.&lt;br /&gt;
[[File:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A side by side shotgun - 12 Gauge]]&lt;br /&gt;
[[file:SOD-coachgun_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Double barreled shotgun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Double barreled shotgun 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-coachgun.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-off shotgun===&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-off shotgun]] seems to be a &amp;quot;Baikal Shotgun&amp;quot;  and appears as the 'Doubleshort'. &lt;br /&gt;
[[File:SS311A sawed-off-2.jpg|thumb|none|450px|Baikal - 12 gauge]]&lt;br /&gt;
[[file:SOD-doubleshort_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Sawed-off shotgun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Sawed-off shotgun 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-doubleshort.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;A-Series Mod. 1&amp;quot;. Has a correct capacity of 14 rounds, and given the lack of more advanced animations in the game, ''State of Decay'' may be the first in which a lack of magazine tube switching is an egregious oversight.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 Gauge]]&lt;br /&gt;
[[file:SOD-a_series_mod1_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec KSG 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-a_series_mod1.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Maverick Model 88==&lt;br /&gt;
===Maverick Model 88===&lt;br /&gt;
The full-size [[Maverick Model 88]] with extended magazine appears in the game as the &amp;quot;Warrior Police&amp;quot;.&lt;br /&gt;
[[File:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[file:SOD-warrior_police_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Maverick Model 88 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Maverick Model 88 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-warrior_police.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Maverick Model 88 Sawed-Off===&lt;br /&gt;
The [[Maverick Model 88]] with wooden furniture and sawed-off stock and barrel appears in the game as the &amp;quot;Hooker&amp;quot;. The in-game version for some reason has only a two-shot capacity; this may be for balance reasons, although from a practical standpoint an actual double-barreled shotgun would be more useful in literally any situation.&lt;br /&gt;
[[file:Sawed-off mossberg.jpg|thumb|none|450px|Mossberg 500A with sawed-off barrel and stock - 12 Gauge. The most obvious difference of Maverick 88 is being the location of the safety, located on the trigger guard, as opposed to the Mossberg 500's safety which is on top of the receiver.]]&lt;br /&gt;
[[file:SOD-hooker_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Sawed-Off Maverick Model 88 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Sawed-Off Maverick Model 88 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-hooker.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
===Mossberg 590 SP===&lt;br /&gt;
The [[Mossberg 590]] SP (Special Purpose) appears as the &amp;quot;590 SP&amp;quot;. This variant has a heatshield and a longer barrel.&lt;br /&gt;
[[File:Mossberg 590.jpg|thumb|none|450px|Mossberg 590 - 12 Gauge with bayonet lug and heat shield]]&lt;br /&gt;
[[file:SOD-590 SP journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg 590 SP 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg 590 SP 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-590 SP.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590A1 Tactical Tri-Rail===&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Warrior&amp;quot;. It is worth noting that it still has a Maverick 88's safety switch.&lt;br /&gt;
[[file:M590A1TR.jpg|thumb|none|450px|Mossberg 590A1 Tactical Tri-Rail - 12 Gauge]]&lt;br /&gt;
[[file:SOD-warrior_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg 590 warrior 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg 590 warrior 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-warrior.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] appears as the &amp;quot;TS 15&amp;quot;.&lt;br /&gt;
[[File:UTS-15 Gen2.JPG|thumb|none|450px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[file:SOD-ts_15_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay UTAS UTS-15 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay UTAS UTS-15 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ts_15.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
===Remington 870 &amp;quot;Model 870 X&amp;quot;===&lt;br /&gt;
[[Remington 870]] appear in the game as the &amp;quot;Model 870 X&amp;quot;.&lt;br /&gt;
[[file:Rem870Express.jpg|thumb|none|450px|Remington Model 870 Express - 12 Gauge]]&lt;br /&gt;
[[file:StateOfDecay Model 870 X 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Model 870 X 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Model 870 X 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_870_x.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 &amp;quot;Model 870 T&amp;quot;===&lt;br /&gt;
[[Remington 870]] appear in the game as the &amp;quot;Model 870 T&amp;quot;.&lt;br /&gt;
[[file:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 Gauge]]&lt;br /&gt;
[[file:SOD-model_870_t_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Model 870 T 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Model 870 T 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_870_t.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 &amp;quot;Aggressor AD&amp;quot;===&lt;br /&gt;
[[Remington 870]] appear in the game as the &amp;quot;870 Aggressor AD&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay Aggressor AD 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Aggressor AD 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Aggressor AD 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-870_aggressor_ad.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 &amp;quot;870 Combat&amp;quot;===&lt;br /&gt;
[[Remington 870]] appear in the game as the &amp;quot;870 Combat&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay 870 Combat 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 870 Combat 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay 870 Combat 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-870_combat.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1100==&lt;br /&gt;
===Remington 1100===&lt;br /&gt;
The [[Remington 1100]] appears in the game as the &amp;quot;Model 1100&amp;quot;.&lt;br /&gt;
[[file:1100 classicfield-1-.jpg|thumb|none|450px|Remington 1100 - 12 gauge]]&lt;br /&gt;
[[file:SOD-model 1100 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Remington 1100 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Remington 1100 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model 1100.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 1100 &amp;quot;Tactical&amp;quot;===&lt;br /&gt;
The [[Remington 1100]] appears in the game as the &amp;quot;Model 1100 Tactical&amp;quot;.&lt;br /&gt;
[[file:Remington1100.jpg|thumb|none|450px|Remington Model 1100 with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[file:SOD-model 1100 tactical journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Model 1100 Tactical 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Model 1100 Tactical 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model 1100 tactical.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 1100 &amp;quot;Malone&amp;quot;===&lt;br /&gt;
The [[Remington 1100]] appears in the game as the &amp;quot;Model 1100 Malone&amp;quot;.&lt;br /&gt;
[[file:SOD-model 1100 malone journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Model 1100 Malone 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Model 1100 Malone 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model 1100 malone.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 1100 &amp;quot;1187 Chop&amp;quot;===&lt;br /&gt;
The [[Remington 1100]] appears in the game as the &amp;quot;1187 Chop&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay 1187 Chop 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 1187 Chop 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay 1187 Chop 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 1100 &amp;quot;1187 NITRO&amp;quot;===&lt;br /&gt;
The [[Remington 1100]] appears in the game as the &amp;quot;1187 NITRO&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay Remington 1100 NITRO info.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Remington 1100 NITRO 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Remington 1100 NITRO 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12==&lt;br /&gt;
===Saiga 12K===&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;Russian 12K&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:SOD-russian_12k_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Saiga 12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Saiga 12K 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-russian_12k.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;R12K Dragon&amp;quot;===&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12K Dragon&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay R12K Dragon 5.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay R12K Dragon 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay R12K Dragon 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] appears in the game as the &amp;quot;Warden&amp;quot;. Oddly enough, unlike the previous versions, it is modeled on base of [[Mossberg 500]].&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 Gauge]]&lt;br /&gt;
[[file:SOD-warden_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Serbu Super Shorty 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Serbu Super Shorty 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-warden.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1300==&lt;br /&gt;
===Winchester 1300===&lt;br /&gt;
The [[Winchester 1300]] appears in the game in 3 versions called: &amp;quot;1300 Hunter&amp;quot;, &amp;quot;1300 Hunter SP&amp;quot; and &amp;quot;1300 Defender&amp;quot;. The &amp;quot;1300 Hunter&amp;quot; and &amp;quot;1300 Hunter SP&amp;quot; uses a ribbed barrel, while the &amp;quot;1300 Defender&amp;quot; has the extended magazine and rifle sights from a Deer Slug version.&lt;br /&gt;
[[File:Winchester Model 1300 Ranger.jpg|thumb|none|450px|Winchester Model 1300 Ranger - 12 gauge]]&lt;br /&gt;
[[file:WinchesterModel1300Defender.jpg|thumb|none|450px|Winchester Model 1300 with extended tube &amp;amp; rubber Butt pad - 12 Gauge]]&lt;br /&gt;
[[file:Winchester 1200 deer slug.jpg|thumb|none|450px|Winchester Model 1200 Deer Slug - 12 gauge. The &amp;quot;1300 Defender&amp;quot; uses the rifle-like sights as seen here.]]&lt;br /&gt;
[[file:SOD-1300_hunter_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Winchester 1300 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Winchester 1300 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-1300_hunter.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
===Winchester 1300 Defender===&lt;br /&gt;
[[file:SOD-1300_defender_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 1300 Defender 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay 1300 Defender 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-1300_defender.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
===Winchester 1300 SP===&lt;br /&gt;
[[file:SOD-1300_hunter_sp_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 1300 Hunter SP 1.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay 1300 Hunter SP 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-1300_hunter_sp.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
===Winchester Model 1887===&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887&amp;quot;, which is an original full-length one.&lt;br /&gt;
[[file:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 shotgun - 12 Gauge]]&lt;br /&gt;
[[file:StateOfDecay Model 1887 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Model 1887 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_1887.jpg|thumb|none|600px|The &amp;quot;Model 1887&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 &amp;quot;1887 T800&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;1887 T-800&amp;quot; which has its stock and barrel sawn-off. The name is an obvious homage to [[Terminator 2: Judgment Day]].&lt;br /&gt;
[[file:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 1887 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 1887 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-1887_t800.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears as the &amp;quot;1897&amp;quot;.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[file:SOD-1897_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 1897 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 1897 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-1897.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9]] with a custom stock appears in the game as the &amp;quot;Tactical Police (Version C)&amp;quot;.&lt;br /&gt;
[[File:APC9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet APC9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay_Brügger_&amp;amp;_Thomet_APC9_1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay_Brügger_&amp;amp;_Thomet_APC9_2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay_Brügger_&amp;amp;_Thomet_APC9_3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-tactical_police_version_c.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears in the game as the &amp;quot;TMP9&amp;quot;.&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|none|400px|Brügger &amp;amp; Thomet MP9 with stock extended - 9x19mm]]&lt;br /&gt;
[[file:SOD-tmp9_inventory.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Brügger &amp;amp; Thomet MP9 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay Brügger &amp;amp; Thomet MP9 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-tmp9.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm SMG (RO635)==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears in the game as the &amp;quot;Samurai PDW&amp;quot;.&lt;br /&gt;
[[File:Colt-9mm--SMG.jpg|thumb|none|400px|Colt 9mm SMG aka Colt R0635 - 9x19mm]]&lt;br /&gt;
[[file:SOD-samurai_pdw_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt 9mm SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt 9mm SMG 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-samurai_pdw.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A]] appears in the game as the &amp;quot;Skorpion Evo 3 A1&amp;quot;.&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|400px|CZ Scorpion Evo 3 A - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay CZ Scorpion Evo 3 A1 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CZ Scorpion Evo 3 A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay CZ Scorpion Evo 3 A1 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-skorpion_evo3_a1.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
===FN P90 TR===&lt;br /&gt;
The [[FN P90 TR]] appears in the game as the &amp;quot;MP90&amp;quot;.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[file:SOD-mp_90_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FN P90 TR 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay FN P90 TR 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mp_90.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===FN PS90===&lt;br /&gt;
The [[FN PS90]] appears in the game as the &amp;quot;MPS 90B&amp;quot;.&lt;br /&gt;
[[File:FN PS90 TR.jpg|thumb|none|400px|FN PS90 TR - 5.7x28mm]]&lt;br /&gt;
[[file:SOD-mps 90b journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FN PS90 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay FN PS90 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mps 90b.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as the &amp;quot;MP5A3&amp;quot;.&lt;br /&gt;
[[file:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
[[file:SOD-mp5a3 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay MP5A3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay MP5A3 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mp5a3.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;MP5K&amp;quot;.&lt;br /&gt;
[[File:MP5KA4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[file:SOD-mp5k_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch MP5K 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mp5k.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears in the game as the &amp;quot;MP7A1&amp;quot; and uses 9mm bullets instead of 4.6×30mm.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with factory magazine and iron sights - 4.6x30mm]]&lt;br /&gt;
[[file:SOD-mp7a1_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay MP7A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay MP7A1 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mp7a1.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] .40 S&amp;amp;W appears in the game as the &amp;quot;UMP40&amp;quot;.&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:SOD-ump40_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay UMP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay UMP40 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ump40.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP Customized===&lt;br /&gt;
A customized [[Heckler &amp;amp; Koch UMP]] appears as the &amp;quot;UMP Pro&amp;quot;. It has a camo paint, a foregrip and a scope.&lt;br /&gt;
[[file:SOD-ump_pro_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay UMP40 PRO 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay UMP40 PRO 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ump_pro.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[IMI Uzi]] appears in the game as the &amp;quot;Uzi&amp;quot;.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[file:SOD-uzi_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay IMI Uzi 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-uzi.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Mini Uzi===&lt;br /&gt;
The [[IMI Mini Uzi]] appears in the game as the &amp;quot;Mini Uzi 22&amp;quot;.&lt;br /&gt;
[[File:MiniUzi 01.jpg|thumb|none|400px|IMI Mini Uzi with stock folded - 9x19mm]]&lt;br /&gt;
[[file:SOD-mini uzi 22 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay IMI Mini Uzi 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mini uzi 22.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC==&lt;br /&gt;
===Ingram MAC-10===&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] appears in the game as the &amp;quot;M-10&amp;quot;.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|400px|Ingram MAC-10 open bolt submachine gun - .45 ACP]]&lt;br /&gt;
[[file:SOD-m10 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ingram MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ingram MAC-10 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m10.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===MasterPiece Arms MPA930DMG===&lt;br /&gt;
The [[MasterPiece Arms MPA930DMG]] appears in the game as the &amp;quot;DMG 40&amp;quot;. &lt;br /&gt;
[[file:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay MasterPiece Arms MPA930DMG 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay MasterPiece Arms MPA930DMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay MasterPiece Arms MPA930DMG 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1&amp;quot;.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:SOD-m1a1 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M1A1 Thompson 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay M1A1 Thompson 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m1a1.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 &amp;quot;Grease Gun&amp;quot;]] appears as the &amp;quot;M3&amp;quot; and uses .45 ACP rounds &lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; .45 ACP]]&lt;br /&gt;
[[file:SOD-m3_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M3 Grease Gun 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay M3 Grease Gun 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m3.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon==&lt;br /&gt;
The [[PP-19 Bizon]] appears in the game as the &amp;quot;PP 19&amp;quot;.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[file:StateOfDecay PP19 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay PP19 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay PP19 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger MP9==&lt;br /&gt;
The [[Ruger MP9]] appears in the game as the &amp;quot;P9 Forge&amp;quot;.&lt;br /&gt;
[[File:RugerMP9smg.jpg|thumb|none|400px|Ruger MP9 with stock folded - 9x19mm]]&lt;br /&gt;
[[file:SOD-p9_forge_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger MP9 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger MP9 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-p9_forge.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX-C==&lt;br /&gt;
The [[SIG-Sauer MPX Carbine|SIG-Sauer MPX-C]] prototype appears as the &amp;quot;MPX&amp;quot;, and is stated to be chambered in .357 SIG.&lt;br /&gt;
[[File:SIG MPX-C.jpg|thumb|none|400px|SIG-Sauer MPX-C, early prototype - 9x19mm]]&lt;br /&gt;
[[file:SOD-mpx_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer MPX-C 2.jpg|thumb|none|600px|The MPX-C being held.]]&lt;br /&gt;
[[file:StateOfDecay SIG-Sauer MPX-C 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mpx.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==TDI/KRISS Vector==&lt;br /&gt;
===TDI/KRISS SDP===&lt;br /&gt;
The [[TDI Vector|KRISS SDP]] appears in the game as the &amp;quot;Super Z&amp;quot;.&lt;br /&gt;
[[File:KRISS-SDP.jpg|thumb|none|400px|KRISS SDP - .45 ACP]]&lt;br /&gt;
[[file:SOD-super_z_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay KRISS SDP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay KRISS SDP 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-super_z.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===TDI/KRISS Vector &amp;quot;CLEO PDW&amp;quot;===&lt;br /&gt;
The [[TDI Vector|KRISS SDP]] appears in the game as the &amp;quot;CLEO PDW&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay cleo kriss 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay cleo kriss 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay cleo kriss 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
===AKM===&lt;br /&gt;
The [[AKM]] appears in the game as &amp;quot;AK47&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM, Stamped Steel Receiver w/ slant muzzle brake - 7.62x39mm]]&lt;br /&gt;
[[file:SOD-ak47_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AKM 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AKM 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ak47.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===AKM Custom===&lt;br /&gt;
The custom variant of [[AKM]] appears in the game as &amp;quot;AK47 Custom&amp;quot;.&lt;br /&gt;
[[file:SOD-ak47_custom_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AKM CUSTOM 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AKM CUSTOM 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ak47_custom.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===AKM &amp;quot;AK47 Grenade Launcher&amp;quot;===&lt;br /&gt;
The custom variant of [[AKM]] appears in the game as &amp;quot;AK47 Grenade Launcher&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay AK47 Grenade launcher 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AK47 Grenade launcher 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AK47 Grenade launcher 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
===AKMS===&lt;br /&gt;
The [[AKMS]] appears in the game as the &amp;quot;AKMS&amp;quot;.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[file:SOD-akms_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AKMS 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AKMS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-akms.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] appears in the game as the &amp;quot;AK 74&amp;quot;.&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay AK-74 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AK-74 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AK-74 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ak74.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS 74U&amp;quot;.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay AKS-74U 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AKS-74U 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AKS-74U 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS 74U Valentine&amp;quot;.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay AKS-74U Valentine 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay AKS-74U Valentine 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay AKS-74U Valentine 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5C==&lt;br /&gt;
The [[Ak 5C|Bofors Ak 5C]] appears in the game as the &amp;quot;CLEO HCQB&amp;quot;.&lt;br /&gt;
[[file:Ak 5C.jpg|thumb|none|450px|Bofors Ak 5C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay CLEO HCQB 5.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CLEO HCQB 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay CLEO HCQB 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Law Enforcement Carbine==&lt;br /&gt;
===Colt Law Enforcement Carbine===&lt;br /&gt;
The [[Colt Law Enforcement Carbine]] appears in the game in two versions called &amp;quot;AR 15&amp;quot; and &amp;quot;AR 15 Custom&amp;quot;.&lt;br /&gt;
[[file:ColtLawEnforcementCarbine.jpg|thumb|none|450px|Colt Law Enforcement Carbine LE6920 - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-ar15 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt Law Enforcement Carbine 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt Law Enforcement Carbine 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ar15.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
===Colt Law Enforcement Carbine Custom===&lt;br /&gt;
[[file:SOD-ar15 custom journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Colt Law Enforcement Carbine Custom 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Colt Law Enforcement Carbine Custom 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-ar15 custom.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
===Desert Tech Micro Dynamic Rifle===&lt;br /&gt;
The prototype [[Desert Tech Micro Dynamic Rifle]] appears in the game as the &amp;quot;Micro Dynamic Rifle&amp;quot;.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|none|450px|Desert Tech Micro Dynamic Rifle prototype - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014]]&lt;br /&gt;
[[file:StateOfDecay MDT 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay MDT 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay MDT3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mdr.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Tech Micro Dynamic Rifle Scoped===&lt;br /&gt;
The prototype [[Desert Tech Micro Dynamic Rifle]] appears in the game as the &amp;quot;Micro Dynamic Rifle Scoped&amp;quot;, which has a holosight and magnifier mounted on its top rail, both are semi-auto only and use 5.56mm ammo.&lt;br /&gt;
[[file:StateOfDecay MDT Scoped 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay MDT Scoped 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay MDT Scoped 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mdr_scoped.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield SA80==&lt;br /&gt;
===L85A2===&lt;br /&gt;
The [[L85A2]] appears as the &amp;quot;L85A1&amp;quot;.&lt;br /&gt;
[[file:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[file:SOD-l85a1_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay L85A2 1.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay L85A2 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-l85a1.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===L85A2 (L41A1)===&lt;br /&gt;
The L41A1 appears as the &amp;quot;L41A1&amp;quot;. This appears to be the &amp;quot;cadet&amp;quot; version of the [[L85A2]] converted to fire .22 LR rounds.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:SOD-l41a1 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay L41A1 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay L41A1 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-l41a1.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] with a ribbed metal foreend appears as the &amp;quot;FAL&amp;quot;.&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[file:SOD-fal_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FAL 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay FAL 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-fal.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR==&lt;br /&gt;
===FN SCAR-H===&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;MK.17 Mod.0&amp;quot;.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SOD-mk17mod0_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FN SCAR-H 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay FN SCAR-H 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mk17mod0.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L===&lt;br /&gt;
The [[FN SCAR-L]] appears in the game as the &amp;quot;Mk.16 Mod.0&amp;quot;.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[file:SOD-mk16mod0_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay FN SCAR-L 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay FN SCAR-L 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mk16mod0.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A4==&lt;br /&gt;
The [[Heckler%20&amp;amp;%20Koch%20G3#Heckler_.26_Koch_G3A4|Heckler &amp;amp; Koch G3A4]] appears in the game as the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[file:G3A4.jpg|450px|thumb|none|Heckler &amp;amp; Koch G3A4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G3A4 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G3A4 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G3A4 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g3.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;G36C&amp;quot; with a desert paint scheme.&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G36C 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G36C 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G36C 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g36c.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36V===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] appears as the &amp;quot;G36&amp;quot;.&lt;br /&gt;
[[file:G36.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-g36_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G36V 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Heckler &amp;amp; Koch G36V 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-g36.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] appears in the game in 2 version called &amp;quot;416 CQB&amp;quot; and &amp;quot;416D&amp;quot;.&lt;br /&gt;
[[File:Heckler and Koch 416.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 10.4 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:SOD-416_cqb_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 416 CQB 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay 416 CQB 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-416_cqb.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416D===&lt;br /&gt;
[[File:Hk416-2.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-416d_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay HK 416D 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay HK 416D 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-416d.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8==&lt;br /&gt;
The [[Heckler%20&amp;amp;%20Koch%20XM8#Heckler_.26_Koch_XM8_Carbine|Heckler &amp;amp; Koch XM8]] appears in the game as the &amp;quot;XM8&amp;quot;.&lt;br /&gt;
[[file:XM8.JPG|thumb|none|450px|Heckler &amp;amp; Koch XM8 with Insight ISM-V sight - 5.56x45mm.]]&lt;br /&gt;
[[file:StateOfDecay xm8 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay xm8 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay xm8 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-xm8.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil#Galil_ARM|IMI Galil ARM]] appears in the game as the &amp;quot;Gal SAR&amp;quot;. It has a folded bipod, but lacks a carry handle.&lt;br /&gt;
[[file:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood hand-guard - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay Galil ARM 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Galil ARM 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Galil ARM 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-gal_sar.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
===IMI Tavor TAR-21===&lt;br /&gt;
The [[Tavor_TAR-21_rifle_series#IMI_Tavor_TAR-21|IMI Tavor TAR-21]] appears in the game as the &amp;quot;Tar 21&amp;quot;.&lt;br /&gt;
[[file:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:IMI CTAR-21 Tavor.jpg|thumb|none|450px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay Tar 21 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Tar 21 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Tar 21 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-tar21.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Tavor TAR-21 &amp;quot;Tar 21 Overwatch&amp;quot;===&lt;br /&gt;
The [[Tavor_TAR-21_rifle_series#IMI_Tavor_TAR-21|IMI Tavor TAR-21]] appears in the game as the &amp;quot;Tar 21 Overwatch&amp;quot; with a scope and a longer barrel.&lt;br /&gt;
[[file:StateOfDecay Tar 21 Overwatch 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Tar 21 Overwatch 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Tar 21 Overwatch 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-tar21_overwatch.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Tavor TAR-21 &amp;quot;T21 Carbine 9mm&amp;quot;===&lt;br /&gt;
The [[Tavor_TAR-21_rifle_series#IMI_Tavor_TAR-21|IMI Tavor TAR-21]] appears in the game as the &amp;quot;T21 Carbine 9mm&amp;quot; which is converted to 9mm, lacks full-auto capability, and has a desert paint scheme.&lt;br /&gt;
[[file:StateOfDecay TAR 9mm 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay TAR 9mm 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay TAR 9mm 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-tar21_carbine.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec RFB==&lt;br /&gt;
The [[Kel-Tec RFB]] appears as the &amp;quot;RFB&amp;quot;. In &amp;quot;Deadline&amp;quot; this rifle is always Hawke's starting weapon, alongside a Walther P38.&lt;br /&gt;
[[File:Kel-Tec RFB Carbine.jpg|thumb|none|450px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SOD-rfb_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec RFB 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec RFB 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-rfb.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC M6A2==&lt;br /&gt;
The [[LWRC M6A2]] appears in the game as the &amp;quot;M6 SBR&amp;quot;.&lt;br /&gt;
[[file:LWRCi M6A2.jpg|thumb|none|450px|LWRC M6A2 with Crane stock, Magpul MIAD pistol grip, &amp;amp; PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:SOD-m6_sbr_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay LWRC M6A2 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay LWRC M6A2 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m6_sbr.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
===M4A1===&lt;br /&gt;
The [[M4A1]] appears in the game as the &amp;quot;M4A1&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-m4a1_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M4A1 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M4A1 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m4a1.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===M4 Grenade Launcher===&lt;br /&gt;
The [[M4A1]] appears in the game as the &amp;quot;M4 Grenade Launcher&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay M4 Grenade Launcher 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M4 Grenade Launcher 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M4 Grenade Launcher 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
===M14===&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;M14&amp;quot;. Though it's actually a battle rifle, it's categorized as an assault rifle in the game because it's select-fire.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SOD-m14_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M14 2.jpg|thumb|none|600px|Battle rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M14 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m14.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A SOCOM II===&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM II]] appears in the game as &amp;quot;SOCOM II ETR&amp;quot;.&lt;br /&gt;
[[file:M1A SOCOM II.jpg|thumb|none|450px|Springfield Armory M1A SOCOM II - 7.62X51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[file:SOD-socom2_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Springfield Armory M1A SOCOM II 1.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Springfield Armory M1A SOCOM II 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-socom2.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===M14 with JAE-100 stock===&lt;br /&gt;
A customized [[M14]] with JAE-100 stock of some sort appears in the game as the &amp;quot;M14 Talon DMR&amp;quot;. Its name and description indicate that it's the signature weapon of the &amp;quot;Red Talon Executive Security&amp;quot; mercenary group encountered in the game; the PMC's name itself appears to be a reference to ''[[Fallout 3]]''.&lt;br /&gt;
[[file:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 stock -  7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay M1A with JAE-100 stock 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M1A with JAE-100 stock 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M1A with JAE-100 stock 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m14_talon_dmr.jpg|thumb|none|600px|Model loaded in an external editor. Note the fire selector, indicating that it is actually an M14 (and not an M1A).]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] appears in the game as the &amp;quot;M16A4&amp;quot;.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-m16a4_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M16A4 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M16A4 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m16a4.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR-E==&lt;br /&gt;
The [[Bushmaster ACR|Remington ACR-E]] appears in the game as the &amp;quot;ACR&amp;quot;.&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|450px|Remington ACR-E with 10.5&amp;quot; barrel, tan finish, Magpul PMag - 5.56x45mm NATO]]&lt;br /&gt;
[[file:SOD-acr_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay ACR 1.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay ACR 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-acr.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Rock River Arms LAR-15==&lt;br /&gt;
===Rock River Arms LAR-15 Pistol===&lt;br /&gt;
The [[Rock_River_Arms_LAR-PDS#Rock_River_Arms_LAR-15|Rock River Arms LAR-15 Pistol]] appears in the game as the &amp;quot;LAR 15&amp;quot;.&lt;br /&gt;
[[File:Rock River LAR-15 A4 Pistol.jpg|thumb|450px|none|Rock River Arms LAR-15 A4 Carbine - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay Rock River Arms LAR-15 Pistol 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Rock River Arms LAR-15 Pistol 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Rock River Arms LAR-15 Pistol 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-lar_15.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Rock River Arms LAR-PDS Pistol===&lt;br /&gt;
The [[Rock River Arms LAR-PDS|Rock River Arms LAR-PDS Pistol]] appears in the game as the &amp;quot;PDS&amp;quot;.&lt;br /&gt;
[[File:Rock River Arms LAR-PDS Pistol Ribbed.jpg|thumb|none|450px|Rock River Arms LAR-PDS Pistol With LAR-PDS Injection Molded Ribbed Handguard - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-pds_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay LAR-PDS 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay LAR-PDS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-pds.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 58 P==&lt;br /&gt;
The [[Sa vz. 58 P]] appears in the game as the &amp;quot;Vz. 58 P&amp;quot;.&lt;br /&gt;
[[file:800px-Sa 58-JH01.jpg|thumb|none|450px|Sa vz. 58 P - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay SA vz. 58P 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SA vz. 58P 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay SA vz. 58P 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-vz58p.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 550==&lt;br /&gt;
===SIG SG 552===&lt;br /&gt;
====SIG SG 552 &amp;quot;552 Commando&amp;quot;====&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552.2F553|SIG SG 552]] appears in the game as the &amp;quot;552 Commando&amp;quot; with iron sights.&lt;br /&gt;
[[file:SIG_SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay 552 Commando 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 552 Commando 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay 552 Commando 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-552_commando.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
====SIG SG 552 &amp;quot;552 CS&amp;quot;====&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552.2F553|SIG SG 552]] appears in the game as the &amp;quot;552 CS&amp;quot; with a longer barrel and a scope.&lt;br /&gt;
[[file:SIG_SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay 552 CS 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 552 CS 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay 552 CS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-552_cs.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer SIG556===&lt;br /&gt;
====SIG-Sauer SIG556====&lt;br /&gt;
The [[SIG-Sauer SIG556]] appears in the game as the &amp;quot;556S&amp;quot;.&lt;br /&gt;
[[file:Sig556_classic.jpg|thumb|450px|none|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay SIG 556 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG 556 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay SIG 556 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-556s.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
====SIG-Sauer SIG556 &amp;quot;556S SWAT&amp;quot;====&lt;br /&gt;
The [[SIG556]] appears in the game as the &amp;quot;556S SWAT&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay SIG 556 SWAT 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SIG 556 SWAT 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay SIG 556 SWAT 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-556s_swat.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
====SIG-Sauer SIG556 &amp;quot;556 Grenade Launcher&amp;quot;====&lt;br /&gt;
The [[SIG556]] appears in the game as the &amp;quot;556 Grenade Launcher&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay 556 Grenade Launcher 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 556 Grenade Launcher 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay 556 Grenade Launcher 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears in the game as the &amp;quot;AUG A3&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-aug_a3_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Steyr AUG A3 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Steyr AUG A3 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-aug_a3.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as &amp;quot;WINTAGE COMMANDO&amp;quot;.&lt;br /&gt;
[[file:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay De Lisle 5.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay De Lisle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay De Lisle 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Ranch King&amp;quot;.&lt;br /&gt;
[[file:Henry Big Boy Replica.jpg|thumb|none|450px|Henry Big Boy (replica) - .44 Rimfire (RF).]]&lt;br /&gt;
[[file:SOD-ranch king journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Henry Big Boy 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Survivor 2K&amp;quot;. It uses .40 caliber ammunition.&lt;br /&gt;
[[file:KTSUB2000.jpg|thumb|none|450px|Kel-Tec SUB 2000 - 9x19mm/.40 S&amp;amp;W in shooting configuration]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec SUB-2000 5.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec SUB-2000 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Kel-Tec SUB-2000 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-survivor 2k.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] appears as the &amp;quot;Lenfield No.4 MkI&amp;quot;.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[file:SOD-lenfield_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Lee-Enfield No. 4 Mk I 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Lee-Enfield No. 4 Mk I 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-lenfield.jpg|thumb|none|600px|Model loaded in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot;. It uses .357 caliber ammunition.&lt;br /&gt;
[[file:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine.]]&lt;br /&gt;
[[file:StateOfDecay M1 Carbine 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M1 Carbine 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m1_carbine.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears in the game as &amp;quot;M1 Garand&amp;quot;.&lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|450px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[file:SOD-m1 garand journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M1 Garand 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M1 Garand 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m1 garand.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin 983==&lt;br /&gt;
The [[Marlin Model 983]] appears in the game as the &amp;quot;983 Squirrel&amp;quot;.&lt;br /&gt;
[[file:Marlin983.jpg|450px|thumb|none|Marlin Model 983 - .22 Magnum]]&lt;br /&gt;
[[file:SOD-983 squirrel journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Marlin 983 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Marlin 983 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-983 squirrel.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant Rifle]] appears in the game as the &amp;quot;Monag 90/31&amp;quot;.&lt;br /&gt;
[[file:M9130.jpg|thumb|none|450px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[file:SOD-monag_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Mosin-Nagant 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Mosin-Nagant 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-monag.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg Model 464==&lt;br /&gt;
===Mossberg Model 464===&lt;br /&gt;
The [[Winchester Model 1894 #Mossberg Model 464|Mossberg Model 464]] appears in the game as the &amp;quot;Sidekick&amp;quot;.&lt;br /&gt;
[[file:Mossberg 464 Centerfire.jpg|thumb|none|450px|Mossberg Model 464 - .30-30Win]]&lt;br /&gt;
[[file:SOD-sidekick_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg Model 464 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg Model 464 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-sidekick.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg Model 464 &amp;quot;464 Brushgun&amp;quot;===&lt;br /&gt;
The shortened [[Winchester_Model_1894#Mossberg_Model_464|Mossberg Model 464]] with scope appears as the &amp;quot;464 Brushgun&amp;quot;. It's outlook maybe was inspired by [[Mare's Leg]] from [[Serenity]]. It also chambered for .357 caliber - version, nonexistent in real life.&lt;br /&gt;
[[File:Mossberg 464 Centerfire.jpg|thumb|none|450px|Mossberg Model 464 curved stock model - .30-30Win.]]&lt;br /&gt;
[[file:SOD-464_brushgun_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay 464 brushgun 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay 464 brushgun 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-464_brushgun.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg Model 464 SPX===&lt;br /&gt;
The [[Mossberg Model 464]] appears in the game as the &amp;quot;464 Custom 22&amp;quot;. It has a small reflex sight mounted on it and uses .22 caliber ammunition, as the name implies.&lt;br /&gt;
[[file:Mossberg464spx.jpg|thumb|none|450px|Mossberg 464 SPX - .30-30 WIN]]&lt;br /&gt;
[[file:StateOfDecay Mossberg Model 464 SPX 5.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg Model 464 SPX 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Mossberg Model 464 SPX 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-464 custom 22.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 597==&lt;br /&gt;
The [[Remington Model 597]] appears in the game as the &amp;quot;597 Varmint&amp;quot;.&lt;br /&gt;
[[file:Remington Model 597.jpeg|thumb|none|450px|Remington Model 597]]&lt;br /&gt;
[[file:SOD-597_varmint_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Remington 597 1.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Remington 597 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-597_varmint.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
===Remington 700===&lt;br /&gt;
The [[Remington Model 700]] appears in the game as the &amp;quot;700 Huntsman&amp;quot; (with a scope).&lt;br /&gt;
[[file:Remington-Model-700-BDL 308.jpg|thumb|none|450px|Remington 700 BDL rifle with no iron sights and scope (current production) - .308 Winchester]]&lt;br /&gt;
[[file:SOD-700 huntsman journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Remington 700 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Remington 700 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-700 huntsman.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Camo===&lt;br /&gt;
The [[Remington Model 700]] appears in the game as the &amp;quot;700 Huntsman Camo&amp;quot; (with iron sights and camouflage).&lt;br /&gt;
[[file:SOD-700 huntsman camo journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Remington 700 camo 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Remington 700 camo 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-700 huntsman camo.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 750==&lt;br /&gt;
The [[Remington Model 750]] appears in the game as the &amp;quot;750 Forester.&amp;quot; Maya Torres always carries this rifle when recruited, and the sound of her shooting at zombies with it is what allows Marcus and Ed to find her during the game's opening quest.&lt;br /&gt;
[[file:Model 750 Woodsmaster.jpg|thumb|none|450px|Remington 750 Woodsmaster - .308 Winchester]]&lt;br /&gt;
[[file:SOD-750 forester journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Remington 750 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Remington 750 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-750 forester.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] appears as the &amp;quot;.45 Justice&amp;quot;. It is worth noting that despite the description, it is actually based on the .22 caliber version (pay attention to the length of the cylinder), but with furniture from .410/.45 version.&lt;br /&gt;
[[file:Rossi Circuit Judge 3.jpg|thumb|none|450px|Rossi Circuit Judge - .22LR/.22 Magnum]]&lt;br /&gt;
[[File:Rossi Circuit Judge 1.jpg|thumb|none|450px|Rossi Circuit Judge - .410 Bore/.45 Colt]]&lt;br /&gt;
[[file:SOD-45_justice_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Rossi Circuit Judge 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Rossi Circuit Judge 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-45_justice.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 Long Rifle]]&lt;br /&gt;
[[file:SOD-10-22_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger 1022 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-10-22.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Gunsite Scout==&lt;br /&gt;
The [[Ruger_M77#Ruger_M77_Gunsite|Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot;.&lt;br /&gt;
[[File:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - .308 Winchester]]&lt;br /&gt;
[[file:SOD-bolt scout journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Gunsite Scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Gunsite Scout 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-bolt scout.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini 14==&lt;br /&gt;
The [[Ruger Mini-14]] appears in the game as &amp;quot;Mini 14&amp;quot;. The weapon's description seems to be a shout-out to ''The A-Team''.&lt;br /&gt;
[[file:Ruger-Mini-14.jpg|thumb|450px|none|Blued Ruger Mini-14 Standard Model Semiautomatic Rifle (Pre-2005) with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-mini 14 journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Mini 14 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Mini 14 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mini 14.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Police Carbine==&lt;br /&gt;
The [[Ruger Police Carbine]] .40 S&amp;amp;W appears as the &amp;quot;RC 40&amp;quot;.&lt;br /&gt;
[[file:Ruger_Police_Carbine.jpg|thumb|none|450px|Ruger Police Carbine]]&lt;br /&gt;
[[file:SOD-rc_40_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Police Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Ruger Police Carbine 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-rc_40.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
===Simonov SKS===&lt;br /&gt;
The [[SKS rifle|Simonov SKS]] appears in the game as the &amp;quot;SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:SOD-sks_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Simonov SKS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-sks.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Simonov SKS &amp;quot;SKS Survivor&amp;quot;===&lt;br /&gt;
The [[SKS rifle|Simonov SKS]] appears in the game as the &amp;quot;SKS Survivor&amp;quot; and has an [[M203 grenade launcher]]&lt;br /&gt;
[[file:StateOfDecay SKS Survivor 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SKS Survivor 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay SKS Survivor 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903]] appears in the game as the &amp;quot;Model 1903&amp;quot;.&lt;br /&gt;
[[file:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay M1903 Springfield 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M1903 Springfield 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay M1903 Springfield 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_1903.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[Tokarev SVT-40 Rifle]] appears in the game as the &amp;quot;SVT-40&amp;quot;.&lt;br /&gt;
[[file:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[file:StateOfDecay SVT-40 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay SVT-40 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay SVT-40 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-svt-40.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70.&amp;quot; The weapon's in-game description specifically states it's a pre-'64 variant.&lt;br /&gt;
[[file:Pre64WinModel70.jpg|thumb|none|450px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[file:SOD-model_70_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 70 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Winchester Model 70 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-model_70.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1892 &amp;quot;Mare's Leg&amp;quot;==&lt;br /&gt;
A [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Dog Leg&amp;quot;.&lt;br /&gt;
[[file:Mare'sleg.jpg|thumb|none|450px|Winchester 1892 &amp;quot;Mare's Leg&amp;quot; w/ D lever loop and rounded barrel - .44-40.]]&lt;br /&gt;
[[file:StateOfDecay Rossi Ranch Hand 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Rossi Ranch Hand 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:StateOfDecay Rossi Ranch Hand 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-dog_leg.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy_International_Arctic_Warfare_series#Accuracy_International_Arctic_Warfare|Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot;.&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Accuracy International Arctic Warfare 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-arctic warrior.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
===Barrett M107CQ===&lt;br /&gt;
The [[Barrett_M82#Barrett_M107CQ|Barrett M107CQ]] appears in the game as &amp;quot;M107 CQ&amp;quot;.&lt;br /&gt;
[[file:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[file:SOD-m107cq_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Barrett M107CQ 1.jpg|thumb|none|600px|Sniper Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Barrett M107CQ 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m107cq.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M107 Customized===&lt;br /&gt;
A customized [[Barrett M107]] in Mossy Oak Shadow Grass appears as the &amp;quot;Eli&amp;quot;. One has to wonder what kind of duck hunting this rifle is intended for.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[file:SOD-eli_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Barrett M107 CUSTOM 2.jpg|thumb|none|600px|Sniper Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay Barrett M107 CUSTOM 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-eli.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
===M110 SASS===&lt;br /&gt;
The [[M110 SASS]] appears in the game as the &amp;quot;M110 SASS&amp;quot;.&lt;br /&gt;
[[file:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS with Harris bipod, Leupold Mark 4 scope, and tan paint scheme -  7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay M110 SASS 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M110 SASS 2.jpg|thumb|none|600px|Sniper Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay M110 SASS 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m110_sass.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament SR-25 &amp;quot;CLEO DMR&amp;quot;===&lt;br /&gt;
The heavily modified  [[Knight's Armament SR-25]] rifle appears in the game as &amp;quot;CLEO DMR&amp;quot;.&lt;br /&gt;
[[file:SOD-cleo dmr journal 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CLEO DMR 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay CLEO DMR 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan TAC-50==&lt;br /&gt;
The [[McMillan TAC-50]] appears in the game as the &amp;quot;Mk. 15,&amp;quot; its USSOCOM designation.&lt;br /&gt;
[[file:Mcmillan-tac50.jpg|thumb|none|450px|McMillan TAC-50 - .50 BMG]]&lt;br /&gt;
[[file:SOD-mk15_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay McMillan TAC-50 2.jpg|thumb|none|600px|Sniper Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay McMillan TAC-50 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-mk15.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle]] appears as the &amp;quot;M1918A2&amp;quot;. The in-game version omits the bipod and the carrying handle.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[file:SOD-m1918a2_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay BAR 2.jpg|thumb|none|600px|Machine Gun in hands.]]&lt;br /&gt;
[[file:StateOfDecay BAR 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m1918a2.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Stoner LMG==&lt;br /&gt;
The [[Knight's Armament Stoner LMG]] appears as the &amp;quot;CLEO LSW&amp;quot;.&lt;br /&gt;
[[File:KAC LMG.jpg|thumb|none|450px|Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay CLEO LSW 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CLEO LSW 2.jpg|thumb|none|600px|Machine Gun in hands.]]&lt;br /&gt;
[[file:StateOfDecay CLEO LSW 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60_machine_gun#M60E4_Machine_Gun|M60E4]] appears in the game as &amp;quot;M60E4&amp;quot;.&lt;br /&gt;
[[file:M60E4.jpg|thumb|none|450px|M60E4 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[file:SOD-m60e4_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M60 2.jpg|thumb|none|600px|Machine Gun in hands.]]&lt;br /&gt;
[[file:StateOfDecay M60 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m60e4.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] appears in the game as &amp;quot;M249 SAW&amp;quot;.&lt;br /&gt;
[[file:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[file:SOD-m249_saw_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M249 SAW 2.jpg|thumb|none|600px|Machine Gun in hands.]]&lt;br /&gt;
[[file:StateOfDecay M249 SAW 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m249_saw.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory IAR==&lt;br /&gt;
The [[Patriot_Ordnance_Factory_P416#Patriot_Ordnance_Factory_IAR|Patriot Ordnance Factory IAR]] appears in the game as the &amp;quot;M27 IAR&amp;quot;, fitted with a 100-round drum magazine.&lt;br /&gt;
[[file:POF IAR.jpg|thumb|none|450px|Patriot Ordnance Factory IAR with beta C-Mag, ACOG and reflex sights - 5.56x45mm NATO. This was POF's submission to the IAR competition, which was won by an HK416 variant.]]&lt;br /&gt;
[[file:SOD-m27_iar_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay M27 IAR 1.jpg|thumb|none|600px|Machine Gun in hands.]]&lt;br /&gt;
[[file:StateOfDecay M27 IAR 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m27_iar.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears as the &amp;quot;RPK&amp;quot;.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[file:SOD-rpk_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay RPK 2.jpg|thumb|none|600px|Machine Gun in hands.]]&lt;br /&gt;
[[file:StateOfDecay RPK 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-rpk.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==Brügger &amp;amp; Thomet GL-06==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet GL-06]] appears in the game as the &amp;quot;GL 06 Riot&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T-GL06 attached foregrip.jpg|thumb|none|450px|Brügger &amp;amp; Thomet GL-06 with attached foregrip - 40x46mm]]&lt;br /&gt;
[[file:SOD-gl06 riot journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay GL-06 2.jpg|thumb|none|600px|Grenade Launcher in hands.]]&lt;br /&gt;
[[file:StateOfDecay GL-06 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-gl06 riot.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM25]] appears in the game as the &amp;quot;CLEO GL40&amp;quot;.&lt;br /&gt;
[[file:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[file:StateOfDecay CLEO GL40 1.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay CLEO GL40 2.jpg|thumb|none|600px|Grenade Launcher in hands.]]&lt;br /&gt;
[[file:StateOfDecay CLEO GL40 3.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==Airsoft M203 grenade launcher==&lt;br /&gt;
The [[M203_grenade_launcher#Airsoft_M203|M203 grenade launcher]]. In the game, it is mounted to variants of several weapons.&lt;br /&gt;
[[File:Airsoft LMT M203.jpg|thumb|none|450px|'''Airsoft''' LMT M203 with 9&amp;quot; barrel - (fake) 40x46mm.]]&lt;br /&gt;
[[file:StateOfDecay SKS Survivor 3.jpg|thumb|none|600px|SKS with M203.]]&lt;br /&gt;
[[file:StateOfDecay 556 Grenade Launcher 3.jpg|thumb|none|600px|SIG556 with M203.]]&lt;br /&gt;
[[file:StateOfDecay AK47 Grenade launcher 3.jpg|thumb|none|600px|AKM with M203.]]&lt;br /&gt;
[[file:StateOfDecay M4 Grenade Launcher 3.jpg|thumb|none|600px|M4 with M203]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1S==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1S]] appears in the game as the &amp;quot;GL M32&amp;quot;.&lt;br /&gt;
[[file:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:SOD-m32_gl_journal.jpg|thumb|none|600px|Description in inventory.]]&lt;br /&gt;
[[file:StateOfDecay Milkor MGL Mk 1S 1.jpg|thumb|none|600px|Grenade Launcher in hands.]]&lt;br /&gt;
[[file:StateOfDecay Milkor MGL Mk 1S 2.jpg|thumb|none|600px|Reload animation.]]&lt;br /&gt;
[[file:SOD-m32_gl.jpg|thumb|none|600px|Model in an external editor.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624237</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624237"/>
		<updated>2023-11-04T04:51:34Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Cadex Defence CDX-MC KRAKEN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
The P320 XCompact is anachronistic because it was introduced in 2019, while the game takes place in 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is miscategorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic because it was introduced in 2018, while the game takes place in 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends a wounded Odessa Sawyer against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the previous game, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
[[File:SIG716 CQB.jpg|thumb|none|450px|SIG Sauer SIG716 CQB - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4. It uses the longer 21-inch barrels of standard M249s rather than the shorter 18-inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
Another variant, the &amp;quot;Military Mk 46,&amp;quot; has the correct 18-inch barrel. It can be differentiated from the actual Mk 46 by the presence of a magazine well on the left side of the receiver; this feature was omitted from the Mk 46 to reduce weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it can operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic because it was introduced in 2017, while the game is set in 2016.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|450px|XM16E1 rifle with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624234</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624234"/>
		<updated>2023-11-04T04:35:05Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* CMMG Mk57 Banshee 300 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
The P320 XCompact is anachronistic because it was introduced in 2019, while the game takes place in 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is miscategorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic because it was introduced in 2018, while the game takes place in 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends a wounded Odessa Sawyer against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the previous game, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
[[File:SIG716 CQB.jpg|thumb|none|450px|SIG Sauer SIG716 CQB - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4. It uses the longer 21-inch barrels of standard M249s rather than the shorter 18-inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
Another variant, the &amp;quot;Military Mk 46,&amp;quot; has the correct 18-inch barrel. It can be differentiated from the actual Mk 46 by the presence of a magazine well on the left side of the receiver; this feature was omitted from the Mk 46 to reduce weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it can operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|450px|XM16E1 rifle with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624233</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624233"/>
		<updated>2023-11-04T04:32:21Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* SIG-Sauer P320 XCompact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
The P320 XCompact is anachronistic because it was introduced in 2019, while the game takes place in 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends a wounded Odessa Sawyer against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the previous game, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
[[File:SIG716 CQB.jpg|thumb|none|450px|SIG Sauer SIG716 CQB - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4. It uses the longer 21-inch barrels of standard M249s rather than the shorter 18-inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
Another variant, the &amp;quot;Military Mk 46,&amp;quot; has the correct 18-inch barrel. It can be differentiated from the actual Mk 46 by the presence of a magazine well on the left side of the receiver; this feature was omitted from the Mk 46 to reduce weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it can operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|450px|XM16E1 rifle with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624232</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624232"/>
		<updated>2023-11-04T04:20:15Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* SIG-Sauer MPX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends a wounded Odessa Sawyer against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the previous game, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
[[File:SIG716 CQB.jpg|thumb|none|450px|SIG Sauer SIG716 CQB - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4. It uses the longer 21-inch barrels of standard M249s rather than the shorter 18-inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
Another variant, the &amp;quot;Military Mk 46,&amp;quot; has the correct 18-inch barrel. It can be differentiated from the actual Mk 46 by the presence of a magazine well on the left side of the receiver; this feature was omitted from the Mk 46 to reduce weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it can operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|450px|XM16E1 rifle with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624231</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1624231"/>
		<updated>2023-11-04T04:18:42Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Machine Guns */ Merging M249 and Mk 46 sections since the &amp;quot;Mk 46&amp;quot; is an M249, not a Mk 46.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the previous game, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
[[File:SIG716 CQB.jpg|thumb|none|450px|SIG Sauer SIG716 CQB - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4. It uses the longer 21-inch barrels of standard M249s rather than the shorter 18-inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
Another variant, the &amp;quot;Military Mk 46,&amp;quot; has the correct 18-inch barrel. It can be differentiated from the actual Mk 46 by the presence of a magazine well on the left side of the receiver; this feature was omitted from the Mk 46 to reduce weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it can operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|450px|XM16E1 rifle with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Edge_of_Tomorrow&amp;diff=1621347</id>
		<title>Edge of Tomorrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Edge_of_Tomorrow&amp;diff=1621347"/>
		<updated>2023-10-26T14:48:42Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Colt M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = Edge of Tomorrow&lt;br /&gt;
|picture = EOT.jpg&lt;br /&gt;
|caption = ''Movie poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[Doug Liman]]&lt;br /&gt;
|date= 2014&lt;br /&gt;
|language = English&lt;br /&gt;
|studio=Village Roadshow&amp;lt;br&amp;gt;RatPac-Dune Entertainment&lt;br /&gt;
|distributor=Warner Bros.&lt;br /&gt;
|character1=Maj. William Cage&lt;br /&gt;
|actor1=[[Tom Cruise]]&lt;br /&gt;
|character2=Sgt. Rita Rose Vrataski&lt;br /&gt;
|actor2=[[Emily Blunt]]&lt;br /&gt;
|character3=General Brigham&lt;br /&gt;
|actor3=[[Brendan Gleeson]]&lt;br /&gt;
|character4=MasSgt. Farell&lt;br /&gt;
|actor4=[[Bill Paxton]]&lt;br /&gt;
|character5=Kuntz&lt;br /&gt;
|actor5=[[Dragomir Mrsic]]&lt;br /&gt;
|character6=Dr. Carter&lt;br /&gt;
|actor6=[[Noah Taylor]]&lt;br /&gt;
|character7=&lt;br /&gt;
|actor7=[&lt;br /&gt;
|character8=&lt;br /&gt;
|actor8=&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=&lt;br /&gt;
|character10=&lt;br /&gt;
|actor10=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Edge of Tomorrow''''' is a 2014 science fiction war film directed by [[Doug Liman]] (''[[The Bourne Identity (2002)|The Bourne Identity]]'') and based on the Japanese light novel ''All You Need Is Kill''.  Set in a near future where aliens have mounted an invasion of the planet Earth, the film stars [[Tom Cruise]] as an inexperienced military officer who following his death in battle finds himself reliving the same day over and over again.  The film's cast includes [[Emily Blunt]] and [[Bill Paxton]].  &lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] is the sidearm carried by Sgt. Rita Vrataski ([[Emily Blunt]]) in the film. It is also seen in the holster of Master Sergeant Farell ([[Bill Paxton]]), suggesting that this is the standard sidearm of the United Defense Force.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:EOT 306.jpg|thumb|none|600px|The [[SIG-Sauer P226R]] is pulled by Sgt. Rita Vrataski ([[Emily Blunt]]).]]&lt;br /&gt;
[[File:EdgeofTom 502.jpg|thumb|none|600px|Closeup of Rita's SIG.]]&lt;br /&gt;
[[File:EdgeOfTomorrow-P226R-1.jpg|thumb|none|601px|Sgt. Rita Vrataski ([[Emily Blunt]]) holds her SIG on General Brigham ([[Brendan Gleeson]]).]]&lt;br /&gt;
[[File:EOT 709.jpg|thumb|none|600px|Rita pulls her SIG on Cage ([[Tom Cruise]]) outside the UDF Headquarters in Whitehall.]]&lt;br /&gt;
[[File:EOT 730.jpg|thumb|none|600px|The SIG-Sauer is also seen in the holster of Master Sergeant Farell ([[Bill Paxton]]), suggesting that this is the standard sidearm of the United Defense Force.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1 (customized)==&lt;br /&gt;
When confronted by some of the alien &amp;quot;Alphas&amp;quot;, Major William Cage ([[Tom Cruise]]) is seen pulling out an [[M1911A1]] fitted with a compensator.  The pistol bears a resemblance to the heavily customized [[M1911A1]]s used in ''[[The Punisher (2004)]]''.&lt;br /&gt;
[[Image:Colts_1-1-.jpg‎|thumb|none|400px|The two rubber prop Colt M1911A1s used in the film ''[[The Punisher (2004)]] ]]&lt;br /&gt;
[[File:EOT 725.jpg|thumb|none|600px|When confronted by some of the alien &amp;quot;Alphas&amp;quot;, Major William Cage ([[Tom Cruise]]) is seen pulling out an [[M1911A1]] fitted with a compensator. ]]&lt;br /&gt;
[[File:EOT 724.jpg|thumb|none|600px|A view of the pistol's slide and Novak-style sights.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The Colt [[M4A1]] is seen used by MPs of the United Defense Force in the film, fitted with a foregrip and an EOTech 553 holographic sight.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 Carbine with M68 Aimpoint reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:EdgeofTom 513.jpg|thumb|none|601px|The Colt [[M4A1]] is seen used by MPs of the United Defense Force in the film.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
What appears to be a black, stockless [[FN SCAR-H]] is seen as one of the more common weapons mounted on the UDF soldiers' &amp;quot;Combat Jacket&amp;quot;, notably the one worn by Major William Cage ([[Tom Cruise]]).  Cage later is seen removing the weapon and using it as a regular infantry weapon. Despite the fact that at one point it is referenced as using 5.56mm ammunition (suggesting that it is a SCAR-L), close examination of the magazine indicates that it is actually a 7.62x51mm SCAR-H. While mounted on an exoskeleton, the weapon visibly lacks the grip (as is normal for vehicle-mounted, remotely triggered machine guns), with the trigger assembly covered by a solenoid device; nevertheless, both the grip and a normal trigger reappear when Cage takes the rifle off.  Rita ([[Emily Blunt]]) also is seen holding the weapon. A large, square device is seen mounted underneath the weapon, presumably this is some sort of underbarrel grenade launcher, although it is never used.&lt;br /&gt;
[[Image:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:EOT 302.jpg|thumb|none|600px|The [[SCAR-H]] seen mounted on the right arm of Cage's &amp;quot;Combat Jacket&amp;quot;.]] &lt;br /&gt;
[[File:EOT 314.jpg|thumb|none|600px|The [[SCAR-H]] seen on top.]]&lt;br /&gt;
[[File:EOT 310.jpg|thumb|none|600px|Cage takes up the weapon.]]&lt;br /&gt;
[[File:EOT 311.jpg|thumb|none|600px|Cage fires the [[SCAR-H]] taken off the suit.]]&lt;br /&gt;
[[File:EOT 712.jpg|thumb|none|600px|Cage fires the rifle.]]&lt;br /&gt;
[[File:EOT 714.jpg|thumb|none|600px|Rita ([[Emily Blunt]]) also is seen holding the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
In a newscast seen at the film's beginning, some UDF troops are armed with what appear to be a [[Steyr AUG]] rifles.&lt;br /&gt;
[[File:AUG A2 16.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:EOT 3203.jpg|thumb|none|600px|A UDF trooper on the right carries the AUG.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
After a crash, Major William Cage ([[Tom Cruise]]) is also seen using what appears to be a [[Benelli Supernova]] shotgun given to him by Rita. In a nice touch, a shell is ejected when he pumps the shotgun the first time he picks it up.&lt;br /&gt;
[[File:Benelli Supernova.jpg|thumb|none|450px|Benelli Supernova - 12 ga.]]&lt;br /&gt;
[[File:EOT 717.jpg|thumb|none|600px|Closeup of the shotgun's pistol grip and trigger guard.]]&lt;br /&gt;
[[File:EdgeofTom 516.jpg|thumb|none|600px|Major William Cage ([[Tom Cruise]]) is also seen using what appears to be a [[Benelli Supernova]] shotgun in the finale. In a nice touch, a shell is ejected when he pumps the shotgun the first time he picks it up.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Milkor M32 MGL==&lt;br /&gt;
A [[Milkor MGL#M32 MGL|Milkor M32 MGL]] is among the weapons seen in the weapons repair bay.&lt;br /&gt;
[[Image:Milkor M32.jpg|thumb|none|450px|M32 MGL 40mm]]&lt;br /&gt;
[[File:EOT 710.jpg|thumb|none|600px|A [[Milkor MGL#M32 MGL|Milkor M32 MGL]] is seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Jacket&amp;quot; Weapons==&lt;br /&gt;
The exoskeleton suits or &amp;quot;combat jackets&amp;quot; (as they're called in the film) come in three variants: Dog, Grunt and Tank. Cage appears to wear a Grunt suit, fitted with four weapons: A [[SCAR-H]] assault rifle with [[FN EGLM]] grenade launcher on the right arm, a triple-barrel cannon device on the left arm, an autocannon mounted on the right shoulder, and a 16-shot grenade/missile launcher on the left shoulder.&lt;br /&gt;
[[File:EdgeofTom 514.jpg|thumb|none|600px|View of the launchers on the left of Cage's &amp;quot;Combat Jacket&amp;quot;.]]&lt;br /&gt;
[[File:EdgeofTom 507.jpg|thumb|none|600px|Cage fires his rocket launcher during the minivan chase.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Claymore Mine==&lt;br /&gt;
A [https://propstore.com/product/edge-of-tomorrow/prop-claymore-mine/ fictional claymore mine] based on the M18A1 Claymore is featured in the film. In the UDF base, a soldier is seen strapping these claymore mines onto their exoskeleton suit, presumably as a form of suicide attack. During the first day of UDF invasion, Cage picks up a Claymore dropped by a dead UDF soldier to kill a Mimic Alpha, gaining time reset powers and setting off the events of the film.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Doug Liman]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Joker_(2019)&amp;diff=1620723</id>
		<title>Joker (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Joker_(2019)&amp;diff=1620723"/>
		<updated>2023-10-23T18:18:29Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
{{Infobox Movie&lt;br /&gt;
|name = Joker&lt;br /&gt;
|picture = Joker19.jpg&lt;br /&gt;
|caption = ''Video Cover''&lt;br /&gt;
|country =  &lt;br /&gt;
|director = [[Todd Phillips]]&lt;br /&gt;
|date=2019&lt;br /&gt;
|language = &lt;br /&gt;
|studio=DC Films&lt;br /&gt;
|distributor=Warner Bros&lt;br /&gt;
|character1=Arthur Fleck/Joker&lt;br /&gt;
|actor1=[[Joaquin Phoenix]]&lt;br /&gt;
|character2= Murray Franklin &lt;br /&gt;
|actor2=[[Robert De Niro]]&lt;br /&gt;
|character3=Sophie Dumond&lt;br /&gt;
|actor3=[[Zazie Beetz]]&lt;br /&gt;
|character4=GCPD officer&lt;br /&gt;
|actor4=[[Shea Whigham]]&lt;br /&gt;
|character5=Thomas Wayne&lt;br /&gt;
|actor5=[[Brett Cullen]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Film Title|Joker}}&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Chief's Special==&lt;br /&gt;
Arthur Fleck aka &amp;quot;The Joker&amp;quot; ([[Joaquin Phoenix]]) uses a Pre-Model 36 version of the [[Smith &amp;amp; Wesson Model 36|Smith &amp;amp; Wesson Chief's Special]] throughout the film.&lt;br /&gt;
[[File:S&amp;amp;W Pre Model 36.jpg|thumb|none|300px|Smith &amp;amp; Wesson Pre-Model 36 &amp;quot;Chief's Special&amp;quot; - .38 Special]]&lt;br /&gt;
[[File:Joker 01.jpg|thumb|none|600px|The revolver is seen lying in the package along with several cartridges. Note the screw between the hammer and the cylinder, identifying it as a variant of the Chief's Special made just prior to the model numbering system used by S&amp;amp;W (in this case, what would become the Model 36).]]&lt;br /&gt;
[[File:Joker 02.jpg|thumb|none|600px|Arthur Fleck rehearsing with the Smith &amp;amp; Wesson in his apartment.]]&lt;br /&gt;
[[File:Joker 03.jpg|thumb|none|600px|Arthur with the S&amp;amp;W Chief's Special.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A clown-masked rioter is armed with what appears to be a nickel plated [[M1911A1]].&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|325px|none|Nickel Plated M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Joker 06.jpg|thumb|none|600px|The gun can be seen in the rioter's holster.]]&lt;br /&gt;
[[File:Joker 05.jpg|thumb|none|600px|The rioter pulls out his nickel 1911.]]&lt;br /&gt;
&lt;br /&gt;
{{Batman Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Todd Phillips]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Template:Batman_Series&amp;diff=1620722</id>
		<title>Template:Batman Series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Template:Batman_Series&amp;diff=1620722"/>
		<updated>2023-10-23T18:15:51Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title  = [[Batman]] franchise media&lt;br /&gt;
| name = Batman Series&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Live-action films&lt;br /&gt;
| list1 = &lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = 1989–1997 film series&lt;br /&gt;
  | list1 =&lt;br /&gt;
* ''[[Batman (1989)|Batman]]'' (1989)&lt;br /&gt;
* ''[[Batman Returns]]'' (1992)&lt;br /&gt;
* ''[[Batman Forever]]'' (1995)&lt;br /&gt;
* ''[[Batman &amp;amp; Robin]]'' (1997)&lt;br /&gt;
&lt;br /&gt;
  | group2 = ''Dark Knight'' Trilogy&lt;br /&gt;
  | list2 =&lt;br /&gt;
* ''[[Batman Begins]]'' (2005)&lt;br /&gt;
* ''[[Dark Knight, The|The Dark Knight]]'' (2008)&lt;br /&gt;
* ''[[Dark Knight Rises, The|The Dark Knight Rises]]'' (2012)&lt;br /&gt;
&lt;br /&gt;
  | group3 = [[DC Extended Universe]]&lt;br /&gt;
  | list3 =&lt;br /&gt;
* ''[[Batman v Superman: Dawn of Justice]]'' (2016)&lt;br /&gt;
* ''[[Suicide Squad]]'' (2016)&lt;br /&gt;
* ''[[Justice League]]'' (2017)&lt;br /&gt;
** ''[[Zack Snyder's Justice League]]''&lt;br /&gt;
* ''[[The Flash (2023 film)|The Flash]]'' (2023)&lt;br /&gt;
&lt;br /&gt;
  | group4 = DC Elseworlds&lt;br /&gt;
  | list4 =&lt;br /&gt;
* ''[[Joker (2019)|Joker]]'' (2019)&lt;br /&gt;
* ''[[The Batman (2022)|The Batman]]'' (2022)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| group2 = Animated films&lt;br /&gt;
| list2 = ''[[Batman: Gotham Knight]]'' (2008)&lt;br /&gt;
&lt;br /&gt;
| group3 = Live-action television&lt;br /&gt;
| list3 =&lt;br /&gt;
* ''[[Batman (1966 TV Series)|Batman]]'' (1966-68)&lt;br /&gt;
* ''[[Gotham]]'' (2014-2019)&lt;br /&gt;
** [[Gotham - Season 1|Season 1]]&lt;br /&gt;
** [[Gotham - Season 2|Season 2]]&lt;br /&gt;
** [[Gotham - Season 3|Season 3]]&lt;br /&gt;
** [[Gotham - Season 4|Season 4]]&lt;br /&gt;
** [[Gotham - Season 5|Season 5]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Video games&lt;br /&gt;
| list4 = ''[[Batman: The Telltale Series]]'' (2016)&lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = ''Arkham'' series&lt;br /&gt;
  | list1 = &lt;br /&gt;
* ''[[Batman: Arkham Asylum]]'' (2009)&lt;br /&gt;
* ''[[Batman: Arkham City]]'' (2011)&lt;br /&gt;
* ''[[Batman: Arkham Origins]]'' (2013)&lt;br /&gt;
* ''[[Batman: Arkham Knight]]'' (2015)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Media navigation boxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Template:Batman_Series&amp;diff=1620530</id>
		<title>Template:Batman Series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Template:Batman_Series&amp;diff=1620530"/>
		<updated>2023-10-23T13:20:54Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title  = [[Batman]] franchise media&lt;br /&gt;
| name = Batman Series&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Live-action films&lt;br /&gt;
| list1 = &lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = 1989–1997 film series&lt;br /&gt;
  | list1 =&lt;br /&gt;
* ''[[Batman (1989)]]''&lt;br /&gt;
* ''[[Batman Returns]]'' (1992)&lt;br /&gt;
* ''[[Batman Forever]]'' (1995)&lt;br /&gt;
* ''[[Batman &amp;amp; Robin]]'' (1997)&lt;br /&gt;
&lt;br /&gt;
  | group2 = ''Dark Knight'' Trilogy&lt;br /&gt;
  | list2 =&lt;br /&gt;
* ''[[Batman Begins]]'' (2005)&lt;br /&gt;
* ''[[Dark Knight, The|The Dark Knight]]'' (2008)&lt;br /&gt;
* ''[[Dark Knight Rises, The|The Dark Knight Rises]]'' (2012)&lt;br /&gt;
&lt;br /&gt;
  | group3 = [[DC Extended Universe]]&lt;br /&gt;
  | list3 =&lt;br /&gt;
* ''[[Batman v Superman: Dawn of Justice]]'' (2016)&lt;br /&gt;
* ''[[Suicide Squad]]'' (2016)&lt;br /&gt;
* ''[[Justice League]]'' (2017)&lt;br /&gt;
** ''[[Zack Snyder's Justice League]]''&lt;br /&gt;
* ''[[The Flash (2023 film)|The Flash]]'' (2023)&lt;br /&gt;
&lt;br /&gt;
  | group4 = DC Elseworlds&lt;br /&gt;
  | list4 =&lt;br /&gt;
* ''[[The Batman (2022)|The Batman]]'' (2022)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| group2 = Animated films&lt;br /&gt;
| list2 = ''[[Batman: Gotham Knight]]'' (2008)&lt;br /&gt;
&lt;br /&gt;
| group3 = Live-action television&lt;br /&gt;
| list3 =&lt;br /&gt;
* ''[[Batman (1966 TV Series)|Batman]]'' (1966-68)&lt;br /&gt;
* ''[[Gotham]]'' (2014-2019)&lt;br /&gt;
** [[Gotham - Season 1|Season 1]]&lt;br /&gt;
** [[Gotham - Season 2|Season 2]]&lt;br /&gt;
** [[Gotham - Season 3|Season 3]]&lt;br /&gt;
** [[Gotham - Season 4|Season 4]]&lt;br /&gt;
** [[Gotham - Season 5|Season 5]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Video games&lt;br /&gt;
| list4 = ''[[Batman: The Telltale Series]]'' (2016)&lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = ''Arkham'' series&lt;br /&gt;
  | list1 = &lt;br /&gt;
* ''[[Batman: Arkham Asylum]]'' (2009)&lt;br /&gt;
* ''[[Batman: Arkham City]]'' (2011)&lt;br /&gt;
* ''[[Batman: Arkham Origins]]'' (2013)&lt;br /&gt;
* ''[[Batman: Arkham Knight]]'' (2015)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Media navigation boxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Template:Arrowverse&amp;diff=1620500</id>
		<title>Template:Arrowverse</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Template:Arrowverse&amp;diff=1620500"/>
		<updated>2023-10-23T11:08:43Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title  = [[Arrowverse]]&lt;br /&gt;
| name = Arrowverse&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = ''[[Arrow]]''&lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Arrow - Season 1|Season 1]]&lt;br /&gt;
* [[Arrow - Season 2|Season 2]]&lt;br /&gt;
* [[Arrow - Season 3|Season 3]]&lt;br /&gt;
* [[Arrow - Season 4|Season 4]]&lt;br /&gt;
* [[Arrow - Season 5|Season 5]]&lt;br /&gt;
* [[Arrow - Season 6|Season 6]]&lt;br /&gt;
* [[Arrow - Season 7|Season 7]]&lt;br /&gt;
* [[Arrow - Season 8|Season 8]]&lt;br /&gt;
&lt;br /&gt;
| group2 = ''[[The Flash (2014 TV Series)|The Flash]]''&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Flash, The - Season 1|Season 1]]&lt;br /&gt;
* [[Flash, The - Season 2|Season 2]]&lt;br /&gt;
* [[Flash, The - Season 3|Season 3]]&lt;br /&gt;
* [[Flash, The - Season 4|Season 4]]&lt;br /&gt;
* [[Flash, The - Season 5|Season 5]]&lt;br /&gt;
* [[Flash, The - Season 6|Season 6]]&lt;br /&gt;
* [[Flash, The - Season 7|Season 7]]&lt;br /&gt;
* [[Flash, The - Season 8|Season 8]]&lt;br /&gt;
* [[Flash, The - Season 9|Season 9]]&lt;br /&gt;
&lt;br /&gt;
| group3 = ''[[Legends of Tomorrow]]''&lt;br /&gt;
| list3 = &lt;br /&gt;
* [[Legends of Tomorrow - Season 1|Season 1]]&lt;br /&gt;
* [[Legends of Tomorrow - Season 2|Season 2]]&lt;br /&gt;
* [[Legends of Tomorrow - Season 3|Season 3]]&lt;br /&gt;
* [[Legends of Tomorrow - Season 4|Season 4]]&lt;br /&gt;
* [[Legends of Tomorrow - Season 5|Season 5]]&lt;br /&gt;
* [[Legends of Tomorrow - Season 6|Season 6]]&lt;br /&gt;
&lt;br /&gt;
| group4 = ''[[Supergirl (2015)|Supergirl]]''&lt;br /&gt;
| list4 = &lt;br /&gt;
* [[Supergirl (2015) - Season 1|Season 1]]&lt;br /&gt;
* [[Supergirl (2015) - Season 2|Season 2]]&lt;br /&gt;
* [[Supergirl (2015) - Season 3|Season 3]]&lt;br /&gt;
* [[Supergirl (2015) - Season 4|Season 4]]&lt;br /&gt;
* [[Supergirl (2015) - Season 5|Season 5]]&lt;br /&gt;
* [[Supergirl (2015) - Season 6|Season 6]]&lt;br /&gt;
&lt;br /&gt;
| group5 = ''[[Black Lightning]]''&lt;br /&gt;
| list5 = &lt;br /&gt;
* [[Black Lightning - Season 1|Season 1]]&lt;br /&gt;
* [[Black Lightning - Season 2|Season 2]]&lt;br /&gt;
* [[Black Lightning - Season 3|Season 3]]&lt;br /&gt;
&lt;br /&gt;
| group6 = ''[[Batwoman]]''&lt;br /&gt;
| list6 = &lt;br /&gt;
* [[Batwoman - Season 1|Season 1]]&lt;br /&gt;
* [[Batwoman - Season 2|Season 2]]&lt;br /&gt;
* [[Batwoman - Season 3|Season 3]]&lt;br /&gt;
&lt;br /&gt;
| group7 = ''[[Stargirl]]''&lt;br /&gt;
| list7 = &lt;br /&gt;
* [[Stargirl - Season 1|Season 1]]&lt;br /&gt;
* [[Stargirl - Season 2|Season 2]]&lt;br /&gt;
* [[Stargirl - Season 3|Season 3]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Media navigation boxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Template:Superman_Series&amp;diff=1620498</id>
		<title>Template:Superman Series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Template:Superman_Series&amp;diff=1620498"/>
		<updated>2023-10-23T11:07:04Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title  = [[Superman]] franchise media&lt;br /&gt;
| name = Superman Series&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Live-action films&lt;br /&gt;
| list1 = {{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = 1951 film series&lt;br /&gt;
  | list1 = ''[[Superman and the Mole Men]]'' (1951)&lt;br /&gt;
&lt;br /&gt;
  | group2 = 1978 film series&lt;br /&gt;
  | list2 =&lt;br /&gt;
* ''[[Superman: The Movie]]'' (1978)&lt;br /&gt;
* ''[[Superman II]]'' (1980)&lt;br /&gt;
* ''[[Superman III]]'' (1983)&lt;br /&gt;
* ''[[Superman IV: The Quest for Peace]]'' (1987)&lt;br /&gt;
* ''[[Superman Returns]]'' (2006)&lt;br /&gt;
&lt;br /&gt;
  | group3 = [[DC Extended Universe]]&lt;br /&gt;
  | list3 =&lt;br /&gt;
* ''[[Man of Steel]]'' (2013)&lt;br /&gt;
* ''[[Batman v Superman: Dawn of Justice]]'' (2016)&lt;br /&gt;
* ''[[Justice League]]'' (2017) &lt;br /&gt;
** ''[[Zack Snyder's Justice League]]&lt;br /&gt;
* ''[[The Flash (2023 film)|The Flash]]'' (2023)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| group2 = Live-action television&lt;br /&gt;
| list2 = &lt;br /&gt;
* ''[[The Adventures of Superman]]'' (1952-1958)&lt;br /&gt;
* ''[[Lois &amp;amp; Clark: The New Adventures of Superman]]'' (1993-1997)&lt;br /&gt;
* ''[[Smallville]]'' (2001-2011)&lt;br /&gt;
* ''[[Superman &amp;amp; Lois]]'' (2021-)  &lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = [[Arrowverse]]&lt;br /&gt;
  | list1 = &lt;br /&gt;
* ''[[Supergirl (2015)|Supergirl]]'' (2015-2021)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Media navigation boxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Template:Batman_Series&amp;diff=1620496</id>
		<title>Template:Batman Series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Template:Batman_Series&amp;diff=1620496"/>
		<updated>2023-10-23T11:06:11Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title  = [[Batman]] franchise media&lt;br /&gt;
| name = Batman Series&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Live-action films&lt;br /&gt;
| list1 = &lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = 1989–1997 film series&lt;br /&gt;
  | list1 =&lt;br /&gt;
* ''[[Batman (1989)]]''&lt;br /&gt;
* ''[[Batman Returns]]'' (1992)&lt;br /&gt;
* ''[[Batman Forever]]'' (1995)&lt;br /&gt;
* ''[[Batman &amp;amp; Robin]]'' (1997)&lt;br /&gt;
&lt;br /&gt;
  | group2 = ''The Dark Knight Trilogy''&lt;br /&gt;
  | list2 =&lt;br /&gt;
* ''[[Batman Begins]]'' (2005)&lt;br /&gt;
* ''[[Dark Knight, The|The Dark Knight]]'' (2008)&lt;br /&gt;
* ''[[Dark Knight Rises, The|The Dark Knight Rises]]'' (2012)&lt;br /&gt;
&lt;br /&gt;
  | group3 = [[DC Extended Universe]]&lt;br /&gt;
  | list3 =&lt;br /&gt;
* ''[[Batman v Superman: Dawn of Justice]]'' (2016)&lt;br /&gt;
* ''[[Suicide Squad]]'' (2016)&lt;br /&gt;
* ''[[Justice League]]'' (2017)&lt;br /&gt;
** ''[[Zack Snyder's Justice League]]''&lt;br /&gt;
* ''[[The Flash (2023 film)|The Flash]]'' (2023)&lt;br /&gt;
&lt;br /&gt;
  | group4 = DC Elseworlds&lt;br /&gt;
  | list4 =&lt;br /&gt;
* ''[[The Batman (2022)|The Batman]]'' (2022)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| group2 = Animated films&lt;br /&gt;
| list2 = ''[[Batman: Gotham Knight]]'' (2008)&lt;br /&gt;
&lt;br /&gt;
| group3 = Live-action television&lt;br /&gt;
| list3 =&lt;br /&gt;
* ''[[Batman (1966 TV Series)|Batman]]'' (1966-68)&lt;br /&gt;
* ''[[Gotham]]'' (2014-2019)&lt;br /&gt;
** [[Gotham - Season 1|Season 1]]&lt;br /&gt;
** [[Gotham - Season 2|Season 2]]&lt;br /&gt;
** [[Gotham - Season 3|Season 3]]&lt;br /&gt;
** [[Gotham - Season 4|Season 4]]&lt;br /&gt;
** [[Gotham - Season 5|Season 5]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Video games&lt;br /&gt;
| list4 = ''[[Batman: The Telltale Series]]'' (2016)&lt;br /&gt;
&lt;br /&gt;
{{Navbox|child&lt;br /&gt;
&lt;br /&gt;
  | group1 = ''Arkham'' series&lt;br /&gt;
  | list1 = &lt;br /&gt;
* ''[[Batman: Arkham Asylum]]'' (2009)&lt;br /&gt;
* ''[[Batman: Arkham City]]'' (2011)&lt;br /&gt;
* ''[[Batman: Arkham Origins]]'' (2013)&lt;br /&gt;
* ''[[Batman: Arkham Knight]]'' (2015)&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Media navigation boxes]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Balls_of_Fury&amp;diff=1616257</id>
		<title>Balls of Fury</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Balls_of_Fury&amp;diff=1616257"/>
		<updated>2023-10-08T01:15:24Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ballsoffuryposter.jpg|300px|thumb|right|''Balls of Fury'' (2007)]]&lt;br /&gt;
'''The following weapons were used in the film ''Balls of Fury'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== SIG-Sauer P225 ==&lt;br /&gt;
Agent Rodriguez's ([[George Lopez]]) handgun is a [[SIG-Sauer P225]]. He only used it once throughout the film when after waking up from a nightmare, and firing three shots at the bedframe just above Randy Daytona's ([[Dan Fogler]]'s) head.&lt;br /&gt;
[[Image:SIG-Sauer-P225.jpg|thumb|none|300px|SIG-Sauer P225 - 9x19mm]]&lt;br /&gt;
[[Image:BOFsig.jpg|thumb|none|600px|Randy pulls Agent Rodriguez's P225 from his coat, convinced that it is fake.]]&lt;br /&gt;
[[Image:BOFsig2.jpg|thumb|none|600px|Agent Rodriguez shooting his SIG-Sauer P225 blindly above Randy.]]&lt;br /&gt;
[[Image:BOFsig4.jpg|thumb|none|600px|Agent Rodriguez holding his SIG-Sauer P225, after almost shooting Randy.]]&lt;br /&gt;
[[Image:BOFsig5.jpg|thumb|none|600px|'''Agent Rodriguez: '''&amp;quot;You wanna pop off a few rounds? Always makes me feel better...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P229 ==&lt;br /&gt;
When Randy shoots off Agent Rodriguez's sidearm nearby FBI Agents draw their [[SIG-Sauer P229]]s on Randy.&lt;br /&gt;
[[Image:SIG-SauerP229R.jpg‎|thumb|none|350px|SIG-Sauer P229R]]&lt;br /&gt;
[[Image:BOFsig228.jpg|thumb|none|600px|FBI Agents draw their weapons on Randy.]]&lt;br /&gt;
&lt;br /&gt;
== Type 77 ==&lt;br /&gt;
Randy picks up and attempts to rack the slide on a [[Type 77]] pistol but ends up breaking it.&lt;br /&gt;
[[Image:Type77.jpg|thumb|none|450px|Type 77 - 7.62x17mm]]&lt;br /&gt;
[[Image:BOFtype.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P230 ==&lt;br /&gt;
A woman working for Feng fires a [[Sig-Sauer P230]].&lt;br /&gt;
[[Image:SigP230SS.jpg|thumb|none|450px|[[Sig-Sauer P230]]]]&lt;br /&gt;
[[Image:BOFAKshort2.jpg|thumb|none|600px|The woman to the right can be seen firing a SIG-Sauer P230]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92SB ==&lt;br /&gt;
When coming to the distress call sent out by Agent Rodriguez ([[George Lopez]]), FBI members infiltrate Feng's ([[Christopher Walken]]) hideout. The FBI SWAT leader uses a [[Beretta 92SB]] (mocked up as a [[Beretta M93R]]) with extended magazine and barrel as a side-arm.&lt;br /&gt;
[[Image:92SBINOX.jpg|thumb|450px|none|FBI SWAT leader holding his [[Beretta 92SB]]. (Note the rounded trigger guard showing that it's a Beretta 92SB  instead of a 92FS'')]]&lt;br /&gt;
[[Image:BOF92fsback.jpg|thumb|none|600px|Another view of the Beretta 92SB in the hands of the Commanding Officer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
Agent Rodriguez ([[George Lopez]]) uses a [[IMI Uzi]] when trying to escape with Randy ([[Dan Fogler]]), and the others from Feng's ([[Christopher Walken]]) hideout.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|An IMI Uzi sub-machine gun.]]&lt;br /&gt;
[[Image:BOFuzi8.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFgeorgeuzi.jpg|thumb|none|600px|&amp;quot;''You wanna play rough? OK!''&amp;quot;]]&lt;br /&gt;
[[Image:BOFgeorgeuzi3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFuzirandy.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M12 ==&lt;br /&gt;
Several [[Beretta M12]]s are seen on Feng's guards. The Mob Boss ([[David Proval]]) also handles one.&lt;br /&gt;
[[Image:BerettaPM12S.jpg|thumb|none|450px|Beretta M12]]&lt;br /&gt;
[[Image:BOFm122.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFm123.jpg|thumb|none|600px|''&amp;quot;Me, Bonnie, and the Chinese broad are taking off&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
== Sten Mk II==&lt;br /&gt;
A few of Feng's men are armed with [[Sten Mk II]] submachine guns.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:BOFsten.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFsten2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
Several [[Heckler &amp;amp; Koch MP5A2]]s can be seen in Feng's armory.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2]]&lt;br /&gt;
[[Image:BOFmp5a2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch UMP ==&lt;br /&gt;
One FBI SWAT agent uses an [[Heckler &amp;amp; Koch UMP]] during the raid on Feng's hideout.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|A Heckler &amp;amp; Koch UMP (''.45'').]]&lt;br /&gt;
[[Image:BOFump.jpg|thumb|none|600px|A FBI SWAT ('''on the left''') holding his Heckler &amp;amp; Koch UMP.]]&lt;br /&gt;
[[Image:BOFump2.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFump3.jpg|thumb|none|600px|A UMP with an aimpoint fitted on it.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== Custom AKMS ==&lt;br /&gt;
One of Feng's ([[Christopher Walken]]) guards holds a [[AKMS|Custom AKMS]] with him in the bathroom scene, before Agent Rodriguez ([[George Lopez]]) knocks him out. Also several are seen on Feng's guards during the ending shoot-out.&lt;br /&gt;
[[Image:AKMSPistol.jpg|thumb|none|450px|Custom AKMS with shortened barrel]]&lt;br /&gt;
[[Image:BOFakms.jpg|thumb|none|600px|Two of Feng's guards both armed with custom shortened AKMSs]]&lt;br /&gt;
[[Image:BOFAKshort.jpg|thumb|none|600px|One of Feng's guards holding a Custom shortened AKMS]]&lt;br /&gt;
[[Image:BOHAKMS.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFakms2.jpg|600px|thumb|none|Another one of Feng's guards ([[Masi Oka]]) holding a Custom shortened AKMS.(actually a rubber prop)]]&lt;br /&gt;
&lt;br /&gt;
== AKM ==&lt;br /&gt;
Feng has an arsenal of [[AKM]]s in his armory.&lt;br /&gt;
[[Image:AKMRifle.jpg‎|thumb|none|450px|AKM]]&lt;br /&gt;
[[Image:BOFAKM.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFak.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFshotgun.jpg|thumb|none|600px|One of Feng's men with an AKM]]&lt;br /&gt;
&lt;br /&gt;
== M16A2 ==&lt;br /&gt;
Fengs armory is partly comprised of [[M16A2]]s.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|450px|none|M16A2 Rifle]]&lt;br /&gt;
[[Image:BOFm16.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== M4A1 Carbine ==&lt;br /&gt;
Feng's Armory is partly composed of [[M4A1 Carbine]]s. Several of the FBI SWAT Agents are seen carrying M4A1 Carbines during the raid on Feng's hideout.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|450px|A M4A1 Carbine rifle.]]&lt;br /&gt;
[[Image:BOFAr.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFAR2.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFump.jpg|thumb|none|600px|A FBI SWAT Agent ('''on the right''') holding his M4A1 Carbine at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
Several of Feng's men utilize the [[Remington 870]], identified as such by its endcap which is hidden by the muzzle flash in this shot.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg |thumb|none|450px|Remington 870 Police Magnum Riot Shotgun]]&lt;br /&gt;
[[Image:BOFshotgun2.jpg|thumb|none|600px|Two of Feng's men blast away at the attacking FBI helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
== M203PI grenade launcher ==&lt;br /&gt;
The [[M203 grenade launcher]] is used by the FBI during the attack on Feng's tournament.&lt;br /&gt;
[[Image:M203pi.jpg|thumb|none|450px|Schematic of the early model of the standalone version of the M203PI which differs from current production models by having a sliding stock and ventilated sighting rib, and lacking a MIL-STD-1913 rail.]]&lt;br /&gt;
[[Image:BOF203.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1L==&lt;br /&gt;
Feng ([[Christopher Walken]]) uses a [[MGL-140|Milkor MGL Mk 1L (MGL-140)]] grenade launcher to hold up Randy ([[Dan Fogler]]) and the sex slaves, during their escape from Feng's hideout.&lt;br /&gt;
&lt;br /&gt;
'''Fun Fact:''' Christopher Walken's placement on the stairs changed during the filming of this scene.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L grenade launcher fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:BOFnade.jpg|thumb|none|600px|Feng holding Randy and the others from escaping, with his M32 MGL grenade launcher.]]&lt;br /&gt;
[[Image:BOFnade3.jpg|thumb|none|600px|Another view of Feng's M32 MGL grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
== Handgun Arsenal ==&lt;br /&gt;
Feng's Arsenal contains a large amount of handguns, feel free to identify what you can in the caption.&lt;br /&gt;
[[Image:BOFcache.jpg|thumb|none|600px|]]&lt;br /&gt;
== &amp;quot;Polymer&amp;quot; Guns ==&lt;br /&gt;
Feng started to manufacture polymer guns in the movie. Feng ([[Christopher Walken]]) used one to shoot a radio playing Randy's ([[Dan Fogler]]) Def Leppard CD during the final match.&lt;br /&gt;
[[Image:BOFplastic.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFplastic3.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BOFplastic4.jpg|thumb|none|600px|Handgun on the left seems to be based off of the [[Heckler &amp;amp; Koch USP]] while the one on the right is based off of the [[Springfield XD]]]]&lt;br /&gt;
[[Image:BOFfengplasflash.jpg|thumb|none|600px|Feng shoots Randy's boombox]]&lt;br /&gt;
[[Image:BOFfengplas3.jpg|thumb|none|600px|'''Feng: '''&amp;quot;We're missing ''Antiques Roadshow''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Chad_Rook&amp;diff=1607396</id>
		<title>Chad Rook</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Chad_Rook&amp;diff=1607396"/>
		<updated>2023-08-31T21:02:27Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Film */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wtrc_shot2.jpg|thumb|right|400px|Chad Rook holds a Mossberg 590 as Richard Aiken in ''[[Resident Evil: Welcome to Raccoon City]]''.]]&lt;br /&gt;
{{Actor Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;150&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''  &lt;br /&gt;
|-&lt;br /&gt;
| [[Mossberg 590]] || Richard Aiken || ''[[Resident Evil: Welcome to Raccoon City]]'' || With heat shield || 2021&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Chad_Rook&amp;diff=1607394</id>
		<title>Chad Rook</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Chad_Rook&amp;diff=1607394"/>
		<updated>2023-08-31T21:01:53Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wtrc_shot2.jpg|thumb|right|400px|Chad Rook holds a Mossberg 590 as Richard Aiken in ''[[Resident Evil: Welcome to Raccoon City]]''.]]&lt;br /&gt;
{{Actor Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;150&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''  &lt;br /&gt;
|-&lt;br /&gt;
| [[Mossberg 590]] || Richard Aiken || ''[[Resident Evil: Welcome to Raccoon City]]'' || || 2021&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Chad_Rook&amp;diff=1607393</id>
		<title>Chad Rook</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Chad_Rook&amp;diff=1607393"/>
		<updated>2023-08-31T21:01:39Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: Created page with &amp;quot;Chad Rook holds a Mossberg 590 as Richard Aiken in ''[[Resident Evil: Welcome to Raccoon City''.]] {{Actor Title}}  ==Film== {| class...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wtrc_shot2.jpg|thumb|right|600px|Chad Rook holds a Mossberg 590 as Richard Aiken in ''[[Resident Evil: Welcome to Raccoon City]]''.]]&lt;br /&gt;
{{Actor Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;150&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''  &lt;br /&gt;
|-&lt;br /&gt;
| [[Mossberg 590]] || Richard Aiken || ''[[Resident Evil: Welcome to Raccoon City]]'' || || 2021&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607390</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607390"/>
		<updated>2023-08-31T20:55:24Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M72 LAW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1 carbine==&lt;br /&gt;
Jill takes an [[M4A1 carbine]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. M4s are also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px|Rebecca with the LAW on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px|Claire with the SMAW on the right.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607389</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607389"/>
		<updated>2023-08-31T20:55:07Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1 carbine==&lt;br /&gt;
Jill takes an [[M4A1 carbine]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. M4s are also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px|Rebecca with the LAW.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px|Claire with the SMAW on the right.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607388</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607388"/>
		<updated>2023-08-31T20:53:30Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M4A1 carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1 carbine==&lt;br /&gt;
Jill takes an [[M4A1 carbine]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. M4s are also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607387</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607387"/>
		<updated>2023-08-31T20:53:00Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1 carbine==&lt;br /&gt;
Jill takes an [[M4A1 carbine]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607383</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607383"/>
		<updated>2023-08-31T20:49:40Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M72 LAW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1==&lt;br /&gt;
Jill takes an [[M4A1]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607381</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607381"/>
		<updated>2023-08-31T20:47:21Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Browning M2HB */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1==&lt;br /&gt;
Jill takes an [[M4A1]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607380</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607380"/>
		<updated>2023-08-31T20:46:28Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Colt M4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M4A1==&lt;br /&gt;
Jill takes an [[M4A1]] from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607379</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607379"/>
		<updated>2023-08-31T20:44:54Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* AA-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt M4==&lt;br /&gt;
Jill takes an M4 from an Alcatraz security officer during the initial outbreak on the island, using it as a melee club and then discarding it when it runs out of ammo. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607378</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1607378"/>
		<updated>2023-08-31T20:44:38Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Heckler and Koch MP5A3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their main firearms.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an AA-12 with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt M4==&lt;br /&gt;
Jill takes an M4 from an Alcatraz security officer during the initial outbreak on the island, using it as a melee club and then discarding it when it runs out of ammo. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Days_Gone&amp;diff=1606508</id>
		<title>Days Gone</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Days_Gone&amp;diff=1606508"/>
		<updated>2023-08-29T06:36:55Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Heckler &amp;amp; Koch MP5A2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Days Gone&lt;br /&gt;
|picture = DaysGone-Logo.jpg&lt;br /&gt;
|caption=Days Gone (2019)&lt;br /&gt;
|date=2019 (PS4)&amp;lt;br&amp;gt;2021 (PC)&lt;br /&gt;
|developer=Bend Studio&lt;br /&gt;
|platforms=Playstation 4&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher= Sony&lt;br /&gt;
|genre=Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Days Gone''''' is a third person, post-apocalyptic open-world action adventure video game for the PS4 and PC. The game follows Deacon St. John, a drifter and bounty hunter, as he tries to survive on the road, 2 years after a worldwide pandemic turned most of the population into mindless zombie-like creatures called &amp;quot;Freakers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==&amp;quot;9mm&amp;quot;==&lt;br /&gt;
Deacon's default pistol at the beginning of the game, simply named &amp;quot;9mm&amp;quot;, appears to combine the frame of a [[Beretta 92FS]] with a slide bearing certain design features of the [[SIG-Sauer P226R]] and [[Norinco QSZ-92]]; said slide is also abnormally tall and thin. It's in pretty poor condition, only coming in a &amp;quot;junk&amp;quot; version. Various NPCs in the northern region can be seen using this pistol, but in the southern region it becomes less common, being replaced by the P226R detailed below.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RT-BC2-G&amp;amp;RS-Green for B92.jpg|thumb|none|300px|Beretta 92FS with Recover Tactical BC2 Grip &amp;amp; Rail System - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
[[File:QSZ-92.jpg|thumb|none|300px|Norinco QSZ-92-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Days-Gone-Base-Pistol.jpg|thumb|none|600px|Deacon threatens O'Brian with his pistol.]]&lt;br /&gt;
[[File:DaysGone-9mm-Leon.jpg|thumb|none|600px|Deacon holds Leon at gunpoint with his pistol. In pre-release screenshots, he was seen holding a [[Beretta 92FS]] in this scene.]]&lt;br /&gt;
[[File:Days-Gone-Base-Pistol-2.jpg|thumb|none|600px|Having felt he didn't adequately get his message across two years ago, Deacon threatens O'Brian with his pistol again.]]&lt;br /&gt;
[[File:Days-Gone-Base-Pistol-3.jpg|thumb|none|600px|O'Brian clearly gets the message now. Note the thick trigger guard and under-barrel rail, both features of the Recover Tactical BC2; however, the BC2 normally covers most of the parent pistol's takedown lever and slide release, both of which are exposed on the 9mm.]]&lt;br /&gt;
[[File:Days-Gone-Default-Pistol-World.jpg|thumb|none|600px|Deacon with the pistol.]]&lt;br /&gt;
[[File:Days-Gone-Default-Pistol-Aim.jpg|thumb|none|600px|Deacon aiming the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS (Cut)==&lt;br /&gt;
Two versions of the [[Beretta 92FS]] appeared in trailers and pre-release screenshots for the game, but were cut from the final release. The model can be found in the game files, but it has no texture.&lt;br /&gt;
[[File:B92fs-REVERSE2TONE.jpg|thumb|none|300px|Beretta 92FS reverse two-tone (Inox frame, blued slide) - 9x19mm]]&lt;br /&gt;
[[Image:DaysGone 92F.jpg|thumb|none|600px|Deacon aims the Beretta in the trailer. This one has a reverse two-tone texture. He uses the game's default &amp;quot;9mm&amp;quot; in this sequence in the final game.]]&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Days-Gone-Deacon-Beretta.jpg|thumb|none|600px|Deacon aims a standard blued Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] appears in the game as the &amp;quot;PDW&amp;quot; (presumably a reference to its 5.7x28mm cartridge shared with the [[FN P90]]). It can be bought from the Wizard Island gun merchant at trust level 3. It has the highest magazine capacity of all handguns in the game at a correct 20 rounds, while an optional extended mag that ups it to 30 rounds can be bought at the Wizard Island gun merchant.&lt;br /&gt;
[[Image:FN-Five-seveN.jpg|thumb|none|300px|FN Five-seveN original model, which is no longer produced - FN 5.7x28mm]]&lt;br /&gt;
[[Image:DaysGone 57.jpg|thumb|none|600px|Deacon attaches the improvised sound suppressor. The Five-seveN is clearly the older model which is no longer sold...]]&lt;br /&gt;
[[Image:DaysGone 57 2.jpg|thumb|none|600px|... but it has the selector of the current variant.]]&lt;br /&gt;
[[File:Days-Gone-FiveseveN-Cutscene.jpg|thumb|none|600px|Captain Kouri with an FN Five-seveN in a cutscene.]]&lt;br /&gt;
[[File:Days-Gone-FiveseveN-World.jpg|thumb|none|600px|Deacon skulks around a NERO checkpoint with his own Five-seveN.]]&lt;br /&gt;
[[File:Days-Gone-FiveseveN-Aim.jpg|thumb|none|600px|Deacon aims the Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 34 ==&lt;br /&gt;
[[Glock 34]]s can be seen on tables and walls at gun merchant shops and in cross draw vests worn by some NPCs, but are not included as a usable weapon.&lt;br /&gt;
[[File:Glock34 Gen4.jpg|thumb|none|300px|Glock 34 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Days-Gone-Glock-Militia2.jpg|thumb|none|600px|A militia officer demands a conscript's personal effects before she's sworn in. A Glock 34 can be seen on his vest.]]&lt;br /&gt;
[[File:Days-Gone-Table-Glock.jpg|thumb|none|600px|Deacon stares in futility at the unusable Glock.]]&lt;br /&gt;
[[File:Days-Gone-Glock-Militia.jpg|thumb|none|600px|Deacon risks breaking the Colonel's fraternization rule to get this contributer another good shot of the Glock in this Militia member's vest.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
A pistol vaguely resembling the [[IMI Desert Eagle Mark XIX]] appears in the game as the &amp;quot;Eliminator&amp;quot; and is unlockable from the Wizard Island gun merchant at trust level 2. Skizzo carries one as his sidearm.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:DaysGone-PPC-DesertEagle.jpg|thumb|none|600px|Skizzo aims his Desert Eagle in a standoff with Rippers.]]&lt;br /&gt;
[[File:Days-Gone-Deagle-World.jpg|thumb|none|600px|Deacon takes a break from bike riding to show us all his flashy new Desert Eagle.]]&lt;br /&gt;
[[File:Days-Gone-Deagle-Aim.jpg|thumb|none|600px|Deacon aims at a suspicious rock, threatening it with .50 AE.]]&lt;br /&gt;
&lt;br /&gt;
==Palmer Cap-Chur Short Range Projector==&lt;br /&gt;
The [[Palmer Cap-Chur Short Range Projector]] appears in the game as a tranquilizer pistol. It is used by Deacon in one mission to capture a Newt alive and is never seen again afterward.&lt;br /&gt;
[[Image:Palmer Model 60.jpg|thumb|none|400px|Palmer Cap-Chur Model 60 Short Range Projector.]]&lt;br /&gt;
[[File:Days-Gone-Sarah-Tranq.jpg|thumb|none|600px|Sarah hands Deacon the tranquilizer pistol.]]&lt;br /&gt;
[[File:Days-Gone-Tranq-World.jpg|thumb|none|601px|Deacon wanders around the woods realizing his tiny tranquilizer gun might not be the best idea.]]&lt;br /&gt;
[[File:Days-Gone-Tranq-Aim.jpg|thumb|none|601px|Hoping Sarah might be satisfied with a fence post instead of a live Newt, Deacon aims to take it down.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] appears in the game as the &amp;quot;SAP9&amp;quot; (presumably a shorthand description of the pistol as '''S'''emi '''A'''utomatic '''P'''istol, '''9'''mm). Available right away (trust level 0) from the Hot Springs encampment gun merchant, it serves as a direct upgrade over the game's base pistol.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Days-Gone-P226-Cutscene.jpg|thumb|none|600px|Deacon holding a P226R in a cutscene.]]&lt;br /&gt;
[[File:DaysGone-Jim-P226.jpg|thumb|none|600px|Security guard Jim Moore with a P226R in one of Deacon's flashbacks. And, for some strange reason, a bandoleer of loose 9mm rounds on his belt.]]&lt;br /&gt;
[[File:Days-Gone-P226-World.jpg|thumb|none|600px|Deacon holds his P226R at the ready as he opts to quietly depart Tucker's latest barbecue party.]]&lt;br /&gt;
[[File:Days-Gone-P226-Aim.jpg|thumb|none|600px|Deacon aims his P226R at a weirdly proportioned tree.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Dan Wesson PPC==&lt;br /&gt;
A revolver resembling the [[Dan Wesson PPC]] appears as &amp;quot;The Sheriff.&amp;quot; It is &amp;quot;Iron&amp;quot; Mike Wilcox's preferred weapon. It is unlocked for Deacon upon completing the &amp;quot;We've All Done Things&amp;quot; storyline.&lt;br /&gt;
[[Image:Dan Wesson PPC.jpg|thumb|none|400px|Dan Wesson PPC - .357 Magnum]]&lt;br /&gt;
[[File:Days-Gone-PPC.jpg|thumb|none|600px|[[Crocodile Dundee|That's not a gun... THAT'S a gun.]]]]&lt;br /&gt;
[[File:DaysGone-PPC-DesertEagle.jpg|thumb|none|600px|Mike aims his PPC in a standoff with Rippers.]]&lt;br /&gt;
[[File:Days-Gone-MikesRevolver-World.jpg|thumb|none|600px|Deacon takes a walk by the lake with his PPC revolver.]]&lt;br /&gt;
[[File:Days-Gone-MikesRevolver-Aim.jpg|thumb|none|600px|Aiming the PPC, getting ready for the upcoming tournaments.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] appears in the game as &amp;quot;The Mayor.&amp;quot; Colonel Garret, the fanatical leader of the Deschutes County Militia, carries it as his sidearm. The Judge becomes unlocked for player use upon completion of the &amp;quot;Law And Disorder&amp;quot; storyline.&lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|300px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
[[File:Days-Gone-Taurus-Judge.jpg|thumb|none|600px|Garret aims the Judge.]]&lt;br /&gt;
[[File:Days-Gone-Judge-World.jpg|thumb|none|600px|Having 'liberated' the Judge, Deacon takes it out for a spin.]]&lt;br /&gt;
[[File:Days-Gone-Judge-Aim.jpg|thumb|none|600px|Aiming the Judge, showing off that it's loaded with some form of shotshell given the shotgun reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears in the game as the &amp;quot;SMP9&amp;quot;. It becomes available from the Lost Lake gun merchant at trust level 3, but a better quality one can be unlocked earlier as part of the Horde Killer storyline.&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|350px|none|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:Days-Gone-MP9-World.jpg|thumb|none|600px|Deacon takes his Swiss bullethose for a spin next to an abandoned car.]]&lt;br /&gt;
[[File:Days-Gone-MP9-Aim.jpg|thumb|none|600px|Aiming the MP9. Using a stock is for squares in the apocalypse.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;Stinger.&amp;quot;&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|351px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:Days-Gone-Scorpion-World.jpg|thumb|none|600px|Deacon keeps his face of perpetual worry as he holds his Scorpion.]]&lt;br /&gt;
[[File:Days-Gone-Scorpion-Aim.jpg|thumb|none|600px|Aiming the Scorpion at an angry RV window.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;SWAT 10&amp;quot;. It is modeled with a rail system and a straight magazine. It serves as the standard weapon carried by NERO soldiers in the game, replacing the Honey Badger seen in pre-release images. The MP5 is unlockable for player use from the Lost Lake encampment at trust level 2. If one is able to kill a NERO soldier (which is only possible indirectly by planting explosives and luring one to them), they will drop a uniquely named &amp;quot;NERO SWAT 10,&amp;quot; but it appears to be no different gameplay-wise from the standard one.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Days-Gone-MP5-NERO.jpg|thumb|none|600px|NERO soldiers disembark a helicopter with MP5s in hand.]]&lt;br /&gt;
[[File:Days-Gone-MP5-World.jpg|thumb|none|600px|Deacon shows off his own MP5A2. Note the HUD icon depicts the MP5 with a typical curved MP5 magazine.]]&lt;br /&gt;
[[File:Days-Gone-MP5-Aim.jpg|thumb|none|600px|Aiming the MP5.]]&lt;br /&gt;
[[File:DaysGoneNEROMP5.jpg|thumb|none|600px|Deacon &amp;quot;liberates&amp;quot; a NERO soldier of their MP5.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game under its real name. Although it is equipped with a drum magazine, it holds only a mere 30 rounds. A more realistic choice would be the 35-round &amp;quot;banana&amp;quot; box magazine.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg‎|thumb|none|400px|Soviet PPSh-41 Submachine Gun with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Days-Gone-PPSH-World.jpg|thumb|none|600px|Deacon takes his &amp;quot;papasha&amp;quot; out for a spin.]]&lt;br /&gt;
[[File:Days-Gone-PPSH-Aim.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The [[Reising M50]] submachine gun appears in the game as the &amp;quot;M50 Reising&amp;quot;. It can be bought from the Lost Lake gun merchant at trust level 3. For some reason it is placed in the category of rifles in the game.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|400px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
[[File:Days-Gone-M50-World.jpg|thumb|none|600px|Deacon takes his rare sight to see in games, a Reising M50.]]&lt;br /&gt;
[[File:Days-Gone-M50-Aim.jpg|thumb|none|600px|Aiming the Reising M50.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1921AC==&lt;br /&gt;
The [[M1921AC Thompson]] appears in the game as the &amp;quot;Chicago Chopper&amp;quot;. It is unlocked for purchase at the Wizard Island gun merchant at trust level 3. As expected from a video game, it is modeled with a 50-round magazine that holds 55 rounds, with the possibility of increasing to 80 without any changes of magazine size. Its high damage per shot, maximum magazine capacity, and low recoil make it arguably the best weapon to use when combating hordes.&lt;br /&gt;
[[Image:M1921Thompson.jpg|400px|thumb|none|Colt M1921AC Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Days-Gone-Thompson-World.jpg|thumb|none|600px|Deacon prepares to deal with some wiseguys with his Thompson, though how exactly he intends to do so without any ammo is anyone's guess.]]&lt;br /&gt;
[[File:Days-Gone-Thompson-Aim.jpg|thumb|none|600px|Aiming the M1921AC.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
NERO personnel can be seen holding an [[AAC Honey Badger]] with a shortened version of the later Q Honey Badger SD's MLOK handguard in the first trailer, but in the game they use MP5s instead. The Honey Badger remains in the game under the name &amp;quot;Rock Chuck&amp;quot;, but as an unlockable for completing the Marauder Camp storyline to 100%. As in real life, it is integrally-suppressed, meaning Deacon doesn't need to use oil filter suppressors for stealthy shots.&lt;br /&gt;
[[Image:AAC honey badger.jpg|thumb|none|400px|Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|400px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[Image:DaysGone Honey.jpg|thumb|none|600px|Pre-release screenshot of a NERO soldier with a Honey Badger.]]&lt;br /&gt;
[[File:Days-Gone-HoneyBader-World.jpg|thumb|none|600px|Deacon does some sneaky sneaking with his Honey Badger.]]&lt;br /&gt;
[[File:Days-Gone-HoneyBadger-Aim.jpg|thumb|none|600px|Aiming the Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The &amp;quot;SAF&amp;quot; in the game is an [[AKM]], though the smooth wooden handguard and the shape of the front sight are closer to those of an [[AK-47]]. It is the most abundant assault rifle, being used by almost every NPC until the southern area of the map is unlocked where most Deschutes County Militiamen can be seen using M4A1s. In the game, it is shown with a 20-round magazine that holds 25 rounds, although the HUD icon shows it with a 30-rounder. Its world model has wooden furniture, while its inventory image for some reason has polymer furniture instead.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Days-Gone-AK-Cutscene.jpg|thumb|none|600px|Deacon arms a Lost Lake camp member with an AKM after saving her from Rippers.]]&lt;br /&gt;
[[File:Days-Gone-Sarah-AK.jpg|thumb|none|600px|Sarah with her AKM at Chemult Community College.]]&lt;br /&gt;
[[File:DaysGone-Sarah-AK-Aim.jpg|thumb|none|600px|Sarah aiming her AKM. The open front sight is clearly discernible.]]&lt;br /&gt;
[[File:Days-Gone-AK-World.jpg|thumb|none|600px|Deacon goes on a midnight shoot with his AKM. Note the selector is set to semi auto even though it fires in full auto.]]&lt;br /&gt;
[[File:Days-Gone-AK-Aim.jpg|thumb|none|600px|Deacon aims his AKM, intent on fighting off the local [[Lost|Smoke Monster]] without any ammo.]]&lt;br /&gt;
[[File:Days-Gone-AK-Inventory.jpg|thumb|none|600px|Inventory image for the AKM, with polymer furniture instead of wooden furniture like the world model.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1855 Revolving Carbine==&lt;br /&gt;
The [[Colt Model 1855|Colt Model 1855 Revolving Carbine]] appears in the game as &amp;quot;The Cowboy&amp;quot; and is unlockable from the Wizard Island encampment's gun merchant at trust level 2. Quite expectedly, in the game it functions as a modern gun, having a swing-out cylinder reloaded via the speedloader.&lt;br /&gt;
[[File:Coltrevolving.jpg|thumb|none|400px|Colt 1855 Revolving Carbine (percussion) - .56 caliber]]&lt;br /&gt;
[[File:Days-Gone-RevolverRifle-World.jpg|thumb|none|600px|World model of the Colt 1855. It still has nests for percussion caps, although it is loaded with metal cartridges.]]&lt;br /&gt;
[[File:Days-Gone-RevolverRifle-Aim.jpg|thumb|none|600px|Aiming the Colt 1855.]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1949==&lt;br /&gt;
Trespasser warning signs in the game world have silhouettes of [[FN Model 1949]]s with extended magazines.&lt;br /&gt;
[[File:FN 1949.jpg|thumb|none|400px|FN Model 1949 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Days-Gone-Trespassers.jpg|thumb|none|600px|A rather curious choice for a sign in the US, where the FN-49 is neither common nor particularly well-known. And considering this relative obscurity, it's very likely the resemblance is a sheer coincidence rather than an intentional choice by the developers.]]&lt;br /&gt;
&lt;br /&gt;
==Hawken Rifle==&lt;br /&gt;
The statue of Peter Skene Ogden standing outside Pioneer Cemetery can be seen holding what appears to be a [[Hawken Rifle]]. Odgen was a real-life Canadian fur trader and explorer who explored parts of Oregon, Washington, Nevada, California, Utah, Idaho, and Wyoming.&lt;br /&gt;
[[Image:Hawken.jpg|thumb|none|400px|Hawken Rifle - .30 caliber]]&lt;br /&gt;
[[File:Days-Gone-Baker-Rifle.jpg|thumb|none|600px|Flashing back to repeated viewings of ''[[Creepshow 2]]'', Deacon lies in wait for Ogden's statue to come to life just like Old Chief Wood'nhead.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IDF Pup&amp;quot;==&lt;br /&gt;
The &amp;quot;IDF Pup&amp;quot; is a strange amalgamation of the [[IWI Tavor TAR-21]] and [[FAMAS G1]]. It is unlocked upon completing 50% of the Horde Killer storyline and holds 45 rounds in a 30-round magazine.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|400px|IWI Tavor TAR-21 with flat top - 5.56x45mm]]&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm]]&lt;br /&gt;
[[File:Days-Gone-Tavor-World.jpg|thumb|none|600px|Deacon holds his frankenstein bullpup, questioning what madman would create such a thing.]]&lt;br /&gt;
[[File:Days-Gone-Tavor-Aim.jpg|thumb|none|600px|Deacon aiming the &amp;quot;IDF Pup&amp;quot; in the hopes that said madman will come rushing out to claim his monstrosity so he can gun him down for such an offense.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The Deschutes County Militia's flag features a pair of crossed rifles vaguely resembling [[M1 Garand]]s on it. Although it can't readily be seen, Deacon's 10th Mountain Division tattoo on his hand features two crossed Garands, as well.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:DaysGone-FlagGuns.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
The [[M4A1 Block II]] appears in the game as the &amp;quot;US556&amp;quot; and can be unlocked from the merchant in the Hot Springs camp at Trust Level 3. It doesn't start appearing in the hands of NPCs until the player reaches the Crater Lake region, which doesn't become accessible until later in the game. Pre-release screenshots showed the M4 lacked any sights at all, but it is equipped with foldable rail-mounted iron sights in the finished game. It starts out with an incorrect 35-round magazine, while an upgrade purchasable at the Hot Springs increases it to a still-incorrect 50 rounds.&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|400px|M4A1 SOPMOD Block II - 5.56x45mm NATO. Note that the weapon is equipped with a Daniel Defense RIS II, the key component of the SOPMOD II kit.]]&lt;br /&gt;
[[Image:DaysGone AR15 1.jpg|thumb|none|600px|Deacon uses the M4A1 with no sights attached.]]&lt;br /&gt;
[[Image:DaysGone-AR15-1.jpg|thumb|none|600px|Deacon spies a horde of &amp;quot;freakers&amp;quot; with his M4 on his back.]]&lt;br /&gt;
[[Image:DaysGone-AR15-2.jpg|thumb|none|600px|Having spied for longer than he should have, Deacon runs from the horde with his M4 in hand.]]&lt;br /&gt;
[[File:Days-Gone-M4-Cutscene.jpg|thumb|none|600px|Deacon is dismayed to find a DCM Militiaman with an M4 has already asked Sarah to the Wizard Island prom.]]&lt;br /&gt;
[[File:Days-Gone-M4-1.jpg|thumb|none|601px|Deacon with the M4 at the ready position. The stock is a Magpul STR, which is Magpul's answer to the widely-regarded LMT SOPMOD stock.]]&lt;br /&gt;
[[File:Days-Gone-M4-2.jpg|thumb|none|601px|Deacon aims the M4. Note his use of a C-Clamp grip on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game under its own name and is unlockable from the merchant at Iron Mike's camp at Trust Level 1. It is limited to semi-automatic fire and is modeled with a 20-round magazine, but holds only 10 rounds while the extended mag accessory increases it to a still-underloaded 16 rounds.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Days-Gone-M14-World.jpg|thumb|none|600px|World model of the M14. Though it's hard to make out, the selector switch that distinguishes an M14 from an [[M1A]] can be seen just above Deacon's right hand. It also appears to have been modeled too small, being closer in size to a [[Ruger Mini-14]] than an actual M14.]]&lt;br /&gt;
[[File:Days-Gone-M14-Aim.jpg|thumb|none|600px|Aiming the M14.]]&lt;br /&gt;
&lt;br /&gt;
==Nock Gun==&lt;br /&gt;
The [[Nock Gun]] appears in the game as the &amp;quot;Nock Volley.&amp;quot; It functions ''highly'' incorrectly as a breach-loaded break-action that reloads with a revolver-style speedloader, and is classified as a shotgun. Thankfully, it at least does ''one'' thing right and fires all seven barrels at once.&lt;br /&gt;
[[Image:NockVolleyGun.jpg|thumb|none|400px|Nock Gun - .52 Caliber]]&lt;br /&gt;
[[File:Days-Gone-NockGun-World.jpg|thumb|none|600px|Deacon kicks it ''really'' old school with the Nock Gun.]]&lt;br /&gt;
[[File:Days-Gone-NockGun-Aim.jpg|thumb|none|600px|Aiming the Nock Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
A [[Ruger 10/22]] with a 25-round magazine and the front sight and flash hider of a [[Ruger Mini-14]] appears as the &amp;quot;.22 Repeater&amp;quot;.&lt;br /&gt;
[[Image:Ruger1022-black.jpg|thumb|none|400px|Ruger 10/22 with black polymer stock - .22 LR]]&lt;br /&gt;
[[Image:Ruger-Mini-14.jpg|thumb|400px|none|Blued Ruger Mini-14 Standard Model Semiautomatic Rifle (Pre-2005) with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Days-Gone-22Repeater-Cutscene.jpg|thumb|none|600px|Deacon holds a female marauder armed with a Ruger 10/22 at gunpoint and explains his policy of not killing unarmed women.]]&lt;br /&gt;
[[File:Days-Gone-22Repeater-World.jpg|thumb|none|600px|World model of the 10/22.]]&lt;br /&gt;
[[File:Days-Gone-22Repeater-Aim.jpg|thumb|none|600px|Aiming the Ruger.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77==&lt;br /&gt;
What appears to be a [[Ruger M77]] appears as the &amp;quot;M7&amp;quot;.&lt;br /&gt;
[[Image:Ruger M77 Mark II all weather.jpg|thumb|none|400px|Ruger M77 Mark II All Weather in stainless steel with synthetic &amp;quot;Zytel&amp;quot; stock - .30-06 Springfield]]&lt;br /&gt;
[[File:Days-Gone-Ruger-World.jpg|thumb|none|600px|World model of the Ruger M77.]]&lt;br /&gt;
[[File:Days-Gone-Ruger-Aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1A==&lt;br /&gt;
The inventory icon image for the [[M14]] above is actually a [[Springfield M1A]], as noted by its lack of a selector switch on the stock.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|400px|Springfield Armory M1A - 7.62x51mm (.308 Winchester)]]&lt;br /&gt;
[[File:Days-Gone-M1A.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears in the game as the &amp;quot;MWS&amp;quot; (presumably standing for &amp;quot;Modular Weapon System&amp;quot;) and is unlocked from the Hot Springs camp gun merchant at Trust Level 2.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|400px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:DaysGoneAUG.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Days-Gone-AUG-World.jpg|thumb|none|600px|Deacon shows off his AUG in the ready position.]]&lt;br /&gt;
[[File:Days-Gone-AUG-Aim.jpg|thumb|none|600px|Aiming the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892 Saddle Ring Carbine==&lt;br /&gt;
The [[Winchester Model 1892 Saddle Ring Carbine]] appears in the game as the &amp;quot;Badlands Big Game&amp;quot;. Its in-game model incorrectly has a [[Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;|Yellow Boy]]-style brass frame, although its inventory image has a proper steel frame. It is also shown with a cut-off buttstock in the style of [[Mare's Leg]] for no apparent reason, though this may have been done to adapt to the game's common holding animation with other rifles. It can be bought from the Wizard Island encampment's gun merchant at Trust Level 3. It is a one-shot kill on many enemies. It also seems to be Iron Mike's preferred primary weapon as he's seen with one (also sporting the iron frame) slung across his back in &amp;quot;Riding Nomad Again,&amp;quot; although he's never shown using it. Copeland's copy of the US Bill of Rights also has two crossed Winchesters on its header.&lt;br /&gt;
[[Image:WinchesterModel1892.jpg|thumb|none|400px|Winchester 1892 Saddle Ring Carbine - .32WCF/.38-40/.44-40/.25-20.]]&lt;br /&gt;
[[File:Days-Gone-Winchester-World.jpg|thumb|none|600px|Seeking to win the Wild West again, Deacon breaks out his Winchester 1892.]]&lt;br /&gt;
[[File:Days-Gone-Winchester-Aim.jpg|thumb|none|600px|Aiming the Winchester.]]&lt;br /&gt;
[[File:Days-Gone-Winchester-Inventory.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:DaysGoneMike1866.jpg|thumb|none|600px|Mike with his Winchester slung across his back.]]&lt;br /&gt;
[[File:DaysGone-2A-Winchesters.jpg|thumb|none|600px|Copeland's copy of the US Bill of Rights, with the 2nd Amendment circled.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are seen atop two armored vehicles in the opening cutscene.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Days-Gone-M2HB-Wide.jpg|thumb|none|600px|A pair of seemingly abandoned armored vehicles with mounted M2HBs.]]&lt;br /&gt;
[[File:Days-Gone-M2HB.jpg|thumb|none|601px|One of the M2HBs visible in the top right corner.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
As if the notion of a [[hand held M134 Minigun]] wasn't ridiculous enough, a ''shoulder-fired'' version with shortened barrels, a buttstock and pistol grip known as &amp;quot;The Growler&amp;quot; can be found in certain challenge maps. The minigun does not appear in the main story mode (although it can be added via Mods on the PC version), likely because it would make clearing out hordes far too mundane a task.&lt;br /&gt;
[[File:Minigun 1.JPG|thumb|none|400px|&amp;quot;Ol' Painless&amp;quot; Handheld M134 Minigun with [[M60 machine gun|M60]] Handguard, as seen in ''[[Predator (1987)|Predator]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Days-Gone-Minigun-World.jpg|thumb|none|600px|Having finally gotten sick and tired of all these hordes, Deacon decides to [[Predator (1987)|let Ol' Painless out of the bag.]]]]&lt;br /&gt;
[[File:Days-Gone-Minigun-Aim.jpg|thumb|none|600px|''Come on in, you fuckers, come on in. Ol' Painless is waiting.'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] appears in the game as the &amp;quot;MG45&amp;quot;. It is unlockable from the Lost Lake camp's gun merchant at Trust Level 3, but can be seen wielded by some friendly NPCs and looted from Ripper heavy gunners before that. It feeds from a 55-round belt-box.&lt;br /&gt;
[[Image:H&amp;amp;KMG4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Days-Gone-MG4-Copeland-Guard.jpg|thumb|none|600px|A guard at Copeland's camp with an MG4. The MG4 is not used by any branch of the US military, so where all of them came from is a mystery.]]&lt;br /&gt;
[[File:Days-Gone-MG4-World.jpg|thumb|none|600px|Deacon strolls through a patch of flowers with his own MG4 at the ready.]]&lt;br /&gt;
[[File:Days-Gone-MG4-Aim.jpg|thumb|none|600px|Having run out of flowers to enjoy, Deacon tries to intimidate more into growing.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 43 Mod 1==&lt;br /&gt;
The [[M60_machine_gun#Mk_43_Mod_0.2F1|Mk 43 Mod 1]] appears in the game as the &amp;quot;MG55&amp;quot;. Although it fires a larger cartridge than the MG4, it has a much larger belt of 115 rounds. It becomes unlocked at 60% completion of the Horde Killer storyline.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DaysGoneM60.jpg|thumb|none|600px|A pre-release screenshot of Deacon fleeing from a horde with the Mk 43.]]&lt;br /&gt;
[[File:Days-Gone-M60-World.jpg|thumb|none|600px|World model of the Mk 43.]]&lt;br /&gt;
[[File:Days-Gone-M60-Aim.jpg|thumb|none|600px|Aiming the Mk 43.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears in the game under its own name and is unlockable from the Wizard Island encampment gun merchant at trust level 1. It has a 65-round drum rather than the real-life 100-round non-disintegrating belt drum.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:Days-Gone-RPD-World.jpg|thumb|none|600px|Deacon overlooking Wizard Island with the RPD in hand.]]&lt;br /&gt;
[[File:Days-Gone-RPD-Aim.jpg|thumb|none|600px|Aiming the RPD.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears in the game as the &amp;quot;Liberator&amp;quot;. It can be bought from the Lost Lake gun merchant at trust level 3. It starts with a civilian 5-shell tubular magazine but can be upgraded to a military 7-shell magazine. &lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|400px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-M4Super90-World.jpg|thumb|none|600px|World model of the M4 Super 90.]]&lt;br /&gt;
[[File:Days-Gone-M4Super90-Aim.jpg|thumb|none|600px|Aiming the M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] appears in the game as the &amp;quot;Auto Shotgun&amp;quot; (although it functions as a pump-action in-game) and can be unlocked as part of the Horde Killer storyline. It feeds from a drum magazine like the [[AA-12]], which would not be possible in real life, and holds 16 rounds. &lt;br /&gt;
[[File:Benelli Supernova Slug.jpg|thumb|none|400px|Benelli Supernova Slug - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-Supernova-Cutscene.jpg|thumb|none|600px|A Supernova stands propped against Boozer's chair.]]&lt;br /&gt;
[[File:Days-Gone-Supernova-World.jpg|thumb|none|600px|Deacon wields the Supernova as he's stalked by his own motorcycle.]]&lt;br /&gt;
[[File:Days-Gone-Supernova-Aim.jpg|thumb|none|600px|Aiming the Supernova.]]&lt;br /&gt;
&lt;br /&gt;
==Lever-Action Shotgun==&lt;br /&gt;
Two versions of a lever-action franken-shotgun appear in the game, both with cut down barrels and stocks. Its design itself is very strange: receiver is taken from a [[Remington 870]] (without ejection port), forearm seems to be taken from a ordinary single barrel shotgun without any visible magazine tube, and the lever is reminiscent of the [[Winchester Model 1887]]. One version, called the &amp;quot;Sawed Off&amp;quot;, occupies the primary weapon slot, while the other, called &amp;quot;Lil Stubby&amp;quot;, is somehow even smaller (about the size of a [[Serbu Super Shorty]]) and occupies the handgun slot.&lt;br /&gt;
[[File:Rem870WP.jpg|thumb|none|400px|Remington 870 &amp;quot;Witness Protection&amp;quot; - 12 gauge. ''A little of this...'']]&lt;br /&gt;
[[File:Baikal-sawn-off.jpg|thumb|none|400px|Baikal MP-18 Sawn-Off shotgun - 12 Gauge. ''...a little of that...'']]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|400px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge. ''...and a smidgeon of this...'']]&lt;br /&gt;
[[File:Days-Gone-1887-World.jpg|thumb|none|600px|''...and voila! ''Days Gone'' has its own mutant lever-action thing. [[Terminator 2: Judgment Day|Come with me if you want to live.]]'']]&lt;br /&gt;
[[File:Days-Gone-1887-Aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:Days-Gone-Stubby-World.jpg|thumb|none|600px|World model of the &amp;quot;Lil Stubby&amp;quot; version of the game's lever-action shotgun.]]&lt;br /&gt;
[[File:Days-Gone-Stubby-Aim.jpg|thumb|none|600px|Deacon aims &amp;quot;Lil Stubby&amp;quot; at Wizard Island, immediately questioning why he didn't bring a sniper rifle instead.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
A [[Mossberg 500 Cruiser]] appears in the game as &amp;quot;Boozer's Shotgun&amp;quot;. Oddly enough, its magazine and forend seem to be taken from [[Remington 870]]. As if this was not enough, it also has a receiver of a semi-automatic shotgun, although it clearly functions as a pump action. It is used briefly by Deacon at the beginning of the game until it's returned to its owner, but is unlocked permanently upon completion of the mission &amp;quot;I Could Use a Hand&amp;quot;.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:Remington870PoliceSawn-off.jpg|thumb|none|400px|'''Photoshopped''' Remington 870 Police Magnum with a sawed-off stock - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-Boozer's-Shotgun.jpg|thumb|none|600px|Boozer with his hybrid Mossberg in the opening cutscene.]]&lt;br /&gt;
[[Image:DaysGone SG 1.jpg|thumb|none|601px|Note the safety.]]&lt;br /&gt;
[[Image:DaysGone SG 2.jpg|thumb|none|600px|The Mossberg on Deacon's back.]]&lt;br /&gt;
[[File:Days-Gone-M500-World.jpg|thumb|none|600px|Deacon showing off Boozer's Shotgun after finally getting it for good.]]&lt;br /&gt;
[[File:Days-Gone-M500-Aim.jpg|thumb|none|600px|Having forgotten his ammo, Deacon attempts to frighten the opening in the road closed with the sound of racking the Mossberg's pump alone.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Combat Shotgun&amp;quot;. It holds 9 rounds, which apparently means the one is always chambered.&lt;br /&gt;
[[Image:Mossberg590Modified.jpg|thumb|none|400px|Mossberg 590 Combat model (Parkerized) with bayonet lug and 500C wood forearm &amp;amp; stock - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-M590-World.jpg|thumb|none|600px|World model of the Mossberg 590.]]&lt;br /&gt;
[[File:Days-Gone-M590-Aim.jpg|thumb|none|600px|Aiming the Mossberg 590.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears in the game as the &amp;quot;Crowdbreaker&amp;quot;. It can be unlocked from the Lost Lake gun merchant at trust level 3.&lt;br /&gt;
&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|400px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-KSG-World.jpg|thumb|none|600px|The in-world model of the DP-12.]]&lt;br /&gt;
[[File:Days-Gone-KSG-Aim.jpg|thumb|none|600px|Deacon aims the DP-12 in an attempt to frighten the snow away.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
The [[TOZ-194]] appears in the game as the &amp;quot;RSF60&amp;quot;. Although it is equipped with an extended tube, by default it holds only a 5 rounds, instead the corresponding 7+1. However, this capacity can be reached with an extended mag upgrade.&lt;br /&gt;
[[File:Toz194.jpg|thumb|none|400px|TOZ-194 - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-TOZ-World.jpg|thumb|none|600px|World model of the TOZ-194.]]&lt;br /&gt;
[[File:Days-Gone-TOZ-Aim.jpg|thumb|none|600px|Aiming the TOZ-194, Deacon immediately realizes he made the exact same mistake of not bringing a sniper rifle again.]]&lt;br /&gt;
&lt;br /&gt;
==Break-Action Shotgun==&lt;br /&gt;
A billboard advertisement seen in the opening cutscene shows a hunter with what looks like a [[Single Barreled Shotgun|single-shot break-action shotgun]].&lt;br /&gt;
[[Image:WinchesterModel37.jpg|thumb|none|400px|Winchester Model 37 - 12 gauge]]&lt;br /&gt;
[[File:Days-Gone-Billboard-Shotgun.jpg|thumb|none|600px|''Oh, how true...'']]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
The [[Accuracy International AS50]] appears as the &amp;quot;.50 BFG&amp;quot; and can be unlocked from the Wizard Island gun merchant at trust level 2.&lt;br /&gt;
[[Image:As50sr.jpg|thumb|none|400px|Accuracy International AS50 (Early Model) - .50 BMG]]&lt;br /&gt;
[[File:Days-Gone-AS50-World.jpg|thumb|none|600px|World model of the AS50, showing the unique way Deacon holds it when idle.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM==&lt;br /&gt;
What appears to be an [[Accuracy International AWM]] with a reshaped forend, grip, and bolt handle appears as the &amp;quot;Talon 7.&amp;quot;&lt;br /&gt;
[[Image:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Win Mag]]&lt;br /&gt;
[[File:Days-Gone-BoltAction-World.jpg|thumb|none|600px|World model of the odd-looking AWM. Its forend looks almost sporter-esque.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] appears in the game as the &amp;quot;C8 Rifle&amp;quot; (not to be confused with the [[Diemaco/Colt Canada C8 Carbine]], an M16 variant). It can be bought from the Lost Lake gun merchant at trust level 2. Of note is that the MSG90 also appeared under the name &amp;quot;C8 Rifle&amp;quot; in ''[[Syphon Filter: The Omega Strain]]'', which was also developed by SEI Bend Studio. In fact, collectibles and easter eggs found in ''Days Gone'' make several references to the ''Syphon Filter'' series, including mentioning series protagonists Gabriel Logan, Lian Xing, and Teresa Lipan by name. &lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|400px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Days-Gone-MSG90-World.jpg|thumb|none|600px|World model of the MSG90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9==&lt;br /&gt;
The &amp;quot;BND-150&amp;quot; sniper rifle resembles a [[Heckler &amp;amp; Koch SR9]] with the addition of the clubfoot buttstock of the [[Heckler &amp;amp; Koch HK21E]] machine gun. It was automatically placed in Deacon's gun locker with the 1.50 patch, can fire four types of ammunition (bullet, poison gas, electrocution, and explosive), and holds 5 rounds in a drum magazine.&lt;br /&gt;
[[File:Sr9 real.jpg|thumb|400px|none|Heckler &amp;amp; Koch SR9 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DaysGone-BND-150-Promo.jpg|thumb|none|600px|An IGN promotional image of Deacon holding the &amp;quot;BND-150&amp;quot; as well as the ''[[Syphon Filter]]'' bike theme. The rifle previously appeared in ''[[Syphon Filter: Dark Mirror]]'' and ''[[Syphon Filter: Logan's Shadow]]'' as the &amp;quot;MB-150&amp;quot; and is yet another of the many references to the ''Syphon Filter'' series in ''Days Gone''.]]&lt;br /&gt;
[[File:Days-Gone-BND150.jpg|thumb|none|600px|World model of the &amp;quot;BND-150&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
The [[Remington 700]] appears as the &amp;quot;M40&amp;quot;. It apparently has a broken box magazine, making it a single-shot bolt-action. Copeland owns one that he briefly lends to Deacon while giving him a completely unneeded tracking lesson during the mission &amp;quot;It's a Rifle, Not a Gun&amp;quot;. &lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|400px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[File:DaysGone-Remington700-Cutscene.jpg|thumb|none|600px|Copeland holds his Remington 700.]]&lt;br /&gt;
[[File:Days-Gone-M40-World.jpg|thumb|none|600px|Having acquired his own Remington, Deacon waits on a water tower to snipe some Freaks.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears in the game as the &amp;quot;SSR&amp;quot;. Deacon first finds one in Skizzo's cabin at Lost Lake and uses it to cover Boozer during the assault on the dam in Iron Butte, but loses it at the beginning of his fight with Ripper leader Carlos. It is unlocked in Deacon's gun locker upon completion of the &amp;quot;Keep Your Friends Close&amp;quot; storyline.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:Days-Gone-Skizzo's-SVD.jpg|thumb|none|600px|Deacon finds an SVD in Skizzo's cabin.]]&lt;br /&gt;
[[File:Days-Gone-SVD-World.jpg|thumb|none|601px|World model of the SVD. It is fitted with a modern scope on a Picatinny rail mount rather than the typical PSO-1 scope that it's normally seen with.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
Deacon is seen using a crossbow in various gameplay videos. Two versions of the crossbow are present in the game, with the first (featuring green synthetic furniture) located in Deacon's gunlocker from the start of the game. The Drifter Crossbow appears to have wooden furniture and has increased damage and accuracy over the base crossbow, and is unlocked in Deacon's gun locker upon completion of the &amp;quot;Gear Up For The Ride&amp;quot; storyline.&lt;br /&gt;
[[File:DaysGoneCrossbow.jpg|thumb|none|600px|Deacon does his best Daryl Dixon impression with a crossbow and a brooding expression.]]&lt;br /&gt;
[[File:Days-Gone-Crossbow-World.jpg|thumb|none|600px|World model of the crossbow.]]&lt;br /&gt;
[[File:Days-Gone-Crossbow-Aim.jpg|thumb|none|600px|Aiming the crossbow.]]&lt;br /&gt;
[[File:Days-Gone-DrifterCrossbow-World.jpg|thumb|none|600px|World model of the Drifter Crossbow. If the nicer wooden furniture wasn't enough, this version has increased damage and accuracy over the standard model.]]&lt;br /&gt;
[[File:Days-Gone-DrifterCrossbow-Aim.jpg|thumb|none|600px|Aiming the Drifter Crossbow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
Some Marauders in the Crater Lake region can be seen with [[M2 Flamethrower]] wands, with fuel apparently supplied by a small tank on the right side of them rather than the real thing's backpack tanks. They cannot be used by Deacon.&lt;br /&gt;
[[File:M2 FlamethrowerWW.jpg|thumb|none|350px|]]&lt;br /&gt;
[[File:DaysGone-Flamethrower.jpg|thumb|none|600px|A Marauder with an M2 flamethrower wand. Note the muzzle and grip which identifies it as such.]]&lt;br /&gt;
&lt;br /&gt;
==Frag Grenade==&lt;br /&gt;
A fragmentation grenade somewhat resembling a hybrid of the [[Mills Bomb]] and the [[Mk 2 Hand Grenade]] can be looted from human enemies as well as bought from gun merchants.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MillsNo5MkI.jpg|thumb|none|x250px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]||[[File:MK2 grenade DoD.jpg|thumb|none|x235px|Mk 2 &amp;quot;Pineapple&amp;quot; hand grenade]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:Days-Gone-Frag.jpg|thumb|none|600px|The frag grenade on the table.]]&lt;br /&gt;
[[File:DaysGone-Frag-Inventory.jpg|thumb|none|600px|Inventory icon for the frag grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Gas Tank Guns==&lt;br /&gt;
Certain custom themes for Deacon's drifter bike have guns painted on them.&lt;br /&gt;
[[File:Days-Gone-Gastank-Guns.jpg|thumb|none|600px|A Springfield Model 1795 Musket, [[Colt Law Enforcement Model 6920 Carbine]], and the game's &amp;quot;9mm&amp;quot; pistol.]]&lt;br /&gt;
[[File:Days-Gone-GasTankGuns-2.jpg|thumb|none|600px|[[Smith &amp;amp; Wesson Model 66]].]]&lt;br /&gt;
[[File:Days-Gone-GasTankGuns-3.jpg|thumb|none|600px|[[M4A1 carbine]] with KAC RAS, vertical foregrip, and optical sight.]]&lt;br /&gt;
[[File:Days-Gone-DoubleBarrel.jpg|thumb|none|600px|Low-detail [[double barreled shotgun]].]]&lt;br /&gt;
&lt;br /&gt;
==IPCA Stun Gun==&lt;br /&gt;
Collecting all pieces of &amp;quot;IPCA Tech&amp;quot; in the game enables Deacon to construct the IPCA Stun Gun. This is yet another ''[[Syphon Filter]]'' reference found in the game. Shooting an enemy with it and holding down the trigger button will result in said enemy literally ''bursting into flames'', something which no stun gun that [[User:Spartan198|this editor]] is familiar with is capable of doing.&lt;br /&gt;
[[File:Days-Gone-IPCA-Taser-World.jpg|thumb|none|600px|Deacon holding the IPCA Stun Gun.]]&lt;br /&gt;
[[File:Days-Gone-IPCA-Taser-Aim.jpg|thumb|none|600px|Deacon aims the stun gun at a rabid barrier.]]&lt;br /&gt;
&lt;br /&gt;
==Land Mine==&lt;br /&gt;
Deacon can acquire land mines which can be used to set traps, being particularly effective against groups of Freakers in confined spaces. They notably resemble [https://halo.fandom.com/wiki/Landmine a land mine] used in the ''Halo'' video game series.&lt;br /&gt;
[[File:Days-Gone-Mine.jpg|thumb|none|600px|Having deemed firearms not enough, Deacon breaks out a land mine he stole from Master Chief in order to do away with an infected dumpster lid. ''It's comin' right for us!'']]&lt;br /&gt;
[[File:DaysGone-Mine-Inventory.jpg|thumb|none|600px|Inventory icon for the land mine.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
An oversized [[M84 stun grenade]] appears as the &amp;quot;Flashbang&amp;quot;. It can be looted from human enemies as well as bought from gun merchants.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Days-Gone-Flashbang.jpg|thumb|none|600px|The M84 grenade on the table.]]&lt;br /&gt;
[[File:DaysGone-Stun-Inventory.jpg|thumb|none|600px|Inventory icon of the M84.]]&lt;br /&gt;
&lt;br /&gt;
==MATADOR==&lt;br /&gt;
The Deschutes County Militia have [[MATADOR]] missile launchers at their disposal. Deacon must disable these as part of a task for O'Brian, who refers to them as &amp;quot;RPGs&amp;quot;. The MATADOR is not used in any capacity by the United States military, but unlike the MG4 above, it's plausible that they could have found their way up from Mexico, which uses the weapon IRL, via some form of military smuggling.&lt;br /&gt;
&lt;br /&gt;
It was originally intended to be usable under the quite erroneous name &amp;quot;[[Panzerfaust]]&amp;quot;, but was ultimately cut. It can be re-enabled via mods on the PC version of the game, but is glitchy.&lt;br /&gt;
[[Image:MATADOR.jpg|thumb|none|400px|MATADOR HH with stand-off probe extended for anti-armor mode - 90mm]]&lt;br /&gt;
[[File:Days-Gone-Rocket-Launcher.jpg|thumb|600px|none|The &amp;quot;RPG&amp;quot; stored on Wizard Island before being disabled.]]&lt;br /&gt;
[[File:Days Gone Matador Modded.jpg|thumb|none|600px|Deacon breaking out the Matador re-enabled via mods in the PC version of the game.]]&lt;br /&gt;
[[File:Days Gone Matador Modded Aim.jpg|thumb|none|600px|&amp;quot;How many times do I have to tell you, it wasn't my wife who ate your soup and slept in your bed!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:DaysGoneNEROMP5.jpg&amp;diff=1606507</id>
		<title>File:DaysGoneNEROMP5.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:DaysGoneNEROMP5.jpg&amp;diff=1606507"/>
		<updated>2023-08-29T06:35:51Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Wuzh&amp;diff=1606269</id>
		<title>User talk:Wuzh</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Wuzh&amp;diff=1606269"/>
		<updated>2023-08-28T16:00:25Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to IMFDB==&lt;br /&gt;
Before you do any editing please take the time to read the '''[[Rules, Standards and Principles]]'''. This is a very important document that explains how this website is setup as well as telling you what is and isn't allowed. If it is determined by an '''[[admins|admin]]''' that you have not read these rules, your account will be suspended. Continued non-compliance may result in a permanent ban. After that you should also read the '''[[IMFDB Screencapping Guide]]''' and the '''[[IMFDB Style Guide]]''' to familiarize yourself with the image and formatting requirements for pages you create.&lt;br /&gt;
&lt;br /&gt;
There are a number of pages that desperately need your help. You can find these Incomplete pages '''[[incomplete|here]]'''.&lt;br /&gt;
&lt;br /&gt;
If you have any questions, feel free to post them '''[[Talk:Main Page|here]]''' but make sure to sign your post by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Finally, IMFDB has a forum set up '''[http://forum.imfdb.org/ here]''' that is only available to registered members. There is lots of good stuff to see there. If you would like to join the forum, please post '''[[Forum Request|HERE]]''' and an account will be created for you. &lt;br /&gt;
&lt;br /&gt;
Now, HAPPY EDITING! [[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 20:59, 24 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Something is going wrong with the Iron Sights picture&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I assume you're getting a message that says &amp;quot;failed to create directory.&amp;quot; This is a known issue with our software when people attempt to upload files with certain combinations of numbers in them, the software just doesn't like it for some reason. Try changing the name of the file a bit. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 26 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== VK-98 ==&lt;br /&gt;
&lt;br /&gt;
There were single shot VK-98s, here's one:&lt;br /&gt;
&lt;br /&gt;
https://jamesdjulia.com/item/1370-369/&lt;br /&gt;
&lt;br /&gt;
Note the bottom image. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:13, 24 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dirty Bomb ==&lt;br /&gt;
&lt;br /&gt;
Why is this page marked incomplete? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 06:48, 24 February 2018 (EST)&lt;br /&gt;
:Yes,please mark as a work in progress. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:28, 24 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== CSGO ==&lt;br /&gt;
&lt;br /&gt;
Oh, I understand, but in the case of the CSGO example you would ''never'' write it out that way when there are multiple types of 7.62mm rounds you might load into the magazine (pistol, intermediate and rifle, for a start). You don't typically need to inform soldiers how many rounds fit into a magazine because the follower has a habit of enforcing the correct number: even if you decided to do so, you'd put the &amp;quot;30&amp;quot; on its own line or write &amp;quot;30 rounds&amp;quot; and then the correct type of ammo to load it with.&lt;br /&gt;
&lt;br /&gt;
I'd wager it's a typo by the texture artist, but there's no real way for it to be ''right'', so we can say it's wrong.&lt;br /&gt;
&lt;br /&gt;
Saying something is wrong isn't a condemnation of the work as a whole: we're certainly not saying we're ''angry'' at them for doing things this way just by saying it's not how things are in real life. And if it was never intended to be correct, then there's no problem with pointing out it isn't, surely? &lt;br /&gt;
&lt;br /&gt;
If a creator decides to do something the real firearm doesn't do, that depiction is incorrect. That's not a value judgement, though: it might make for a really striking design to have parts a real weapon doesn't, or a really cool scene if a gunman fires fifteen shots from a six-shooter. &lt;br /&gt;
&lt;br /&gt;
Besides, videogame developers are much too busy with fans threatening to murder them for nerfing their favourite gun to worry about us :P&lt;br /&gt;
&lt;br /&gt;
As for chatting, there's the forum? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:16, 10 March 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAMAS ==&lt;br /&gt;
&lt;br /&gt;
Trying to work out what is and isn't the Felin system is a path to madness, even the French don't know. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:12, 3 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The resources about gunworld ==&lt;br /&gt;
&lt;br /&gt;
In actually,the website is can’t to visit,here is a [http://pewpewpew.work/china/rifle/qbz95/upgrad.htm new URL]. [[User:Landwarrior|Landwarrior]]([[User talk:Landwarrior|talk]])&lt;br /&gt;
&lt;br /&gt;
== Uncharted 4 Galil/INSAS ==&lt;br /&gt;
&lt;br /&gt;
Are you 100% sure is a Galil? Just because the Uncharted wikia show a Galil in their page doesn't mean that is a Galil in the game (beside the wikia is not very good for watching infos about the new games). So please make some photos of the rifles (and of the other guns if you can). If you read the IMFDB policy is that usually some pics of the guns IN THE MEDIA are required BEFORE id-ing a gun. No pics means that nobody can correctly identify them better. Shi she (hope is correct).--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:58, 5 July 2018 (EDT)&lt;br /&gt;
:I'm pretty sure it's a Galil. I looked up some gameplay footage of the [https://youtu.be/53pvZK8-H-Q INSAS in multiplayer] and it's got the Galil 7.62 magazine, the Galil selector switch, and the Galil bolt handle ([https://i.ytimg.com/vi/JKOdkWmexWc/maxresdefault.jpg also try this thumbnail image]). The charging handle on the INSAS is very different from that on the Galil, located ahead of the breech on the left side, and has been compared to a HK charging handle. Sadly I do not have a PS4 so I can't provide any images. Also it's &amp;quot;xie xie&amp;quot;. Thanks!--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:25, 5 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== WIP vs incomplete ==&lt;br /&gt;
&lt;br /&gt;
Incomplete is unfinished. No work is being done. People purposely creating incomplete pages is a pet peeve for me. The Rules specifically state quality over quantity, so users coming in and dropping an incomplete page is a problem. A first day incomplete is on the short list for deletion. WIP means some work is being done. WIP means a user is accountable. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:17, 16 July 2018 (EDT)&lt;br /&gt;
:Yeah, WIP is when you're currently building the page, and you or some specific users are planning to finish it. The appropriate instance to use the &amp;quot;Incomplete&amp;quot; template is when a page has been made for a while (as long as it meets the minimal IMFDB standards) but has some worthy content missing. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:44, 16 July 2018 (EDT)&lt;br /&gt;
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== Airsoft TAR-21 ==&lt;br /&gt;
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If you're curious, I believe that one exists if you want to show what the iron sights look like, since most pics of real TARs have them folded. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:33, 23 July 2018 (EDT)&lt;br /&gt;
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== Changing &amp;quot;image&amp;quot; to &amp;quot;file&amp;quot; ==&lt;br /&gt;
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Um, why are you doing that? It literally makes no difference at all. We don't have a standard and we don't need to change one to the other. Also could you discuss it on the Main Page talk page before you start doing something like that? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:28, 29 July 2018 (EDT)&lt;br /&gt;
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== Luger ==&lt;br /&gt;
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I have an idea why it's so dark, let me try something. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:08, 31 July 2018 (EDT)&lt;br /&gt;
:OK my theory that it was interpolation was totally wrong and I ended up just taking a screenshot of it displaying correctly at full size and using that. Should start displaying properly on other pages when the server updates, but it's the right colour on the BF1 page now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:22, 31 July 2018 (EDT)&lt;br /&gt;
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== Re: Used file deleted ==&lt;br /&gt;
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Sorry for delay, I was very busy the whole week and didn't visit imfdb. As I can see, file A280C.jpg is active, it is used on [[Talk:Star Wars Battlefront]]. And I don't see in file history that it was ever deleted. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 03:33, 12 August 2018 (EDT)&lt;br /&gt;
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== LA-K12 Puma shotgun ==&lt;br /&gt;
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Figured you might want this for your reference chart; it’s another shotgun housed in a QBZ-95 shell and seems to use Hawk magazines and might only be for export to the US and Canada. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:11, 21 August 2018 (EDT)&lt;br /&gt;
:In that regard, there are images of the [[:File:OTs-38 Stechkin.jpg|OTs-38 Stechkin silent revolver]] and the [[:File:MonolithP12.jpg|Monolith Arms P-12]]. The [[:File:RSA Kobalt.jpg|RSA Kobalt]], [[:File:USFA ZiP Gun.jpg|USFA ZiP Gun]], [[:File:SAS-12.jpg|Franchi SAS-12]], [[:File:Cosmi.jpg|Cosmi Lusso Deluxe]], and [[:File:Safir T-17.jpg|Safir T-17]] also have images, though they're not currently used in particular media pages so I don't know if you'd like to include them. The [[:File:MG 39 Rh.jpg|MG 39 Rh]] could also come in handy; it's currently on the MG 34 talk page, but if it makes an actual appearance it will probably have its own page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:15, 22 August 2018 (EDT)&lt;br /&gt;
::Alright. Thanks. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 21:08, 22 August 2018 (EDT)&lt;br /&gt;
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== Block Page ==&lt;br /&gt;
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You are correct, but the graphic also explains why the page is not allowed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:09, 8 September 2018 (EDT)&lt;br /&gt;
:You are hereby ordered to stop taking things so seriously, on pain of having sharks thrown at you by bears. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:52, 13 September 2018 (EDT)&lt;br /&gt;
::Every time Bunni creates a new account, the user gets a message pointing to the RSP, Style Guide, and the Screencapping Guide (see above on your own page.) If people actually read through those pages, it'd make things a lot easier for admins. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:05, 13 September 2018 (EDT)&lt;br /&gt;
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== RG-14 ==&lt;br /&gt;
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I see that you splitted the page into RG-14 and RG-14/30. The problem is that both versions look the same (the only difference is another explosive). Even the existance of fragmentation sleeve isn't a reliable proof of 14/30 as it technically could be fitted to original 14 also. We can identify original 14 quite sure only for movies of 1920 and early 1930s. In such movies as ''Shchors'' and ''Parkhomenko'' I identified grenades as 14 only presumably, they could be 14/30s, as well as a grenade in ''Gvozd v sapoge'' (1932) could be original 14. So I don't think that splitting this page in two is a good idea. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 03:00, 4 October 2018 (EDT)&lt;br /&gt;
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== Honestly I have no idea ==&lt;br /&gt;
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It looks like some kind of frankenstein job, a Striker-12 shouldn't have a drum advance lever on it, but is has a Striker-12 thumb tab. Is it maybe an Airsoft gun? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:17, 20 October 2018 (EDT)&lt;br /&gt;
:Ok so it looks like what's going on here is there's another variant: you have the Sentinel Strikers which were marketed by Penn Arms, and it seems there's a variant that gets called the &amp;quot;Penn Arms Striker-12&amp;quot; that has the drum advance lever on the back. The Sentinel ones don't. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:25, 20 October 2018 (EDT)&lt;br /&gt;
::Yeah, I've rolled back those rollbacks to make it easier for you, quicker than you undoing them. Probably need to add an extra section for the Penn Arms Striker on the Armsel Striker page, though. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:32, 20 October 2018 (EDT)&lt;br /&gt;
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== Enfield SA80A2 and HK AG-SA80  ==&lt;br /&gt;
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Hey man, I was wondering if it was ok for me to change the titles for the above entries in the ''Squad'' page back to what they were? I know it probably feels inconsistent when you have other weapons titled stuff like &amp;quot;L22A2&amp;quot; and &amp;quot;L129A1&amp;quot;, but those weapons are unique and only ever have that designation. On the other hand the SA80A2 and AG-SA80 are actual names, and it would be even more consistent to have them follow the &amp;quot;[manufacturer] [weapon model] naming system we use for the other weapons (think of how weird it would be if we renamed the Glock 17 entry to &amp;quot;L131A1&amp;quot;.&lt;br /&gt;
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I think we also covered this before in the Recent Changes topic of Talk:Squad - [[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 22:10, 10 November 2018 (EST)&lt;br /&gt;
:The page itself states that L85A2 and L123A2 UGL are more common than their real names. I think that using the more commonly used designations would be easier for the readers than the [manufacturer] [weapon model] naming system. Glock 17 for instance should stay as Glock 17 because Glock 17 is the better known name.&lt;br /&gt;
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:In addition, I believe that with a hardcore equipment simulator like Squad, using military designations instead of manufacturer names would actually be more consistent with the game itself. So I argue that L85A2 and L123A2 UGL should use their designations instead of names. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 22:34, 10 November 2018 (EST)&lt;br /&gt;
::Gotcha, I've also taken the liberty to split the assault rifles/battle rifles/carbines category to be more consistent with the category changes you rolled out in the machine gun and explosives category. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 23:39, 10 November 2018 (EST)&lt;br /&gt;
:::I personally believe that the assault rifles/battle rifles/carbines category should be more mixed together since my other category splits have a level of correspondence to categories is seen in-game (LMGs and MMGs being used by different kits for example), while these three categories are all intertwined due to being used by different kits all the time across different factions. But I guess it's alright. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:40, 11 November 2018 (EST)&lt;br /&gt;
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== AK image ==&lt;br /&gt;
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Sorry, I can't tell the difference. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:40, 19 November 2018 (EST)&lt;br /&gt;
: I just cropped the previous image. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 22:38, 19 November 2018 (EST)&lt;br /&gt;
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== Type 88 on Norinco page ==&lt;br /&gt;
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Just courious but the Type 88 isn't North Korean made? Why is on Norinco page? You got serious sources which prove that is Chinese?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:00, 29 November 2018 (EST)&lt;br /&gt;
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I meant the Type 88 Assault Rifle inspired by the [[AK-74]]. I know that the [[QJY-88]] MG is another weapon (and very cool) but I called it with the QJY-88 designation. On various internet resources states that the Type 88 is the standard issue rifle of KPA. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:01, 30 November 2018 (EST)&lt;br /&gt;
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Thanks you. The 3rd link is a bit weird, (it called the Type 88 a copy of a Khyber Pass AKS) but apart from it, the sources looks serious.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:37, 30 November 2018 (EST)&lt;br /&gt;
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== On that subject ==&lt;br /&gt;
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I was about to edit that to &lt;br /&gt;
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&amp;quot;Look, I am the director, ja? And you are the writer. So I am right and you are wrong, ja?&amp;quot; - Paul Verhoeven, to Joe Eszterhaus&lt;br /&gt;
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But thought better of it. :P [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:14, 30 November 2018 (EST)&lt;br /&gt;
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== RE Stan ==&lt;br /&gt;
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First off appreciate the response and the explanation and apology. That's quite big of you. I myself apologize for being rather harsh, I get that way at times. Anyway not much to say except well.. just remember you can't assume because no one said anything that a major edit's ok. And by major I mean a massive change to the site, or a big part of it anyway. Eh you get what I mean. I get waiting for a response can be tough but as I stated elsewhere (though after reading this again perhaps too harshly) this is all volunteer and not all of us have got a lot of free time to check everything, admins included. Again my apologies for the harshness there. &amp;lt;BR&amp;gt;&lt;br /&gt;
Now for some of these proposals you can always message one or more of them directly like you've done here and well go from there. That being said, I sent messages to them and they'll likely read my own talk page (or the recent edits) and see maybe this has now chilled a bit. (To you guys, well, it's chilled a bit :P). What's more they should now be more aware of the relevant pages and discussions and perhaps address them a bit quicker. Anyway again, very much appreciate the response, it's cool. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:42, 12 December 2018 (EST)&lt;br /&gt;
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:Yeah, just give us a poke before you do anything large-scale. And please note that I would rather have a user who acts too rashy than a user who doesn't act at all. You are a valuable contributor to this site, don't ever forget that. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:59, 13 December 2018 (EST)&lt;br /&gt;
:: Well met. And I also have to agree with Tim - for your flubs you also do a lot of good stuff around here, especially the more tedious and numbing work like categorizing images and the like that almost nobody cares to do nevermind has time for. All told if what I bitched about is your worst, you're doing alright. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:24, 14 December 2018 (EST)&lt;br /&gt;
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==M16A4 from Battle: Los Angeles==&lt;br /&gt;
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[[File:BattleLA M16A4.jpg|thumb|none|550px|M16A4 (5.56x45mm) with ACOG scope, RIS foregrip, Magpul MBUS rear sight, and AN/PEQ-15 IR designator as seen in ''[[Battle: Los Angeles]]'']]&lt;br /&gt;
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I saw that you added this rifle to the [[Talk:M16 rifle series#Other Images#Screen Used Rifles|Screen Used Rifles]] section of the Talk Page for our M16 rifle series. Just to be clear: This is not a screen-used rifle from ''[[Battle: Los Angeles]]''. I asked MPM2008 (who took the picture) the same question myself, and he clarified that it's not one of the screen-used rifles from the film; rather, it is an M16A4 from his own inventory that he configured to look like the M16A4s that were in the movie. (And his company didn't provide any weapons for that production.) -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 17:14, 15 December 2018 (EST)&lt;br /&gt;
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== Um ==&lt;br /&gt;
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I'd rather just have a picture of a weapon with the part rather than the part on its own. It looks kind of silly to just have a detached magazine on the page unless you're making some specific point about the magazine being wrong that requires an illustration. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:04, 20 December 2018 (EST)&lt;br /&gt;
:I do think it's kind of useful if only because the caption helps with correcting the commonly held belief that the G36 LSW is the MG36. If you can work that into the text, I suppose you could remove it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:29, 20 December 2018 (EST)&lt;br /&gt;
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== New BM-37 image ==&lt;br /&gt;
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New image of BM-37 mortar that you uploaded is of a different version of this weapon than the old one. Your image represents an early BM-37 that lacked the muzzle device, preventing double loading. The image that I uploaded long ago is of late version that appeared in 1943. Most BM-37 in movies are of this late version. So I think that we'll better keep both samples and use one or another in various cases. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:29, 1 January 2019 (EST)&lt;br /&gt;
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== Re:GSN-19 ==&lt;br /&gt;
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Sorry, I cannot help. I don't take any of these sources as trustworthy, and cannot say which of them is right or wrong. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:09, 10 January 2019 (EST)&lt;br /&gt;
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== Weapon Categories for Squad Page ==&lt;br /&gt;
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Hey dude, if we're gonna split the machine guns up, where should we place the PKT? Should we consider it a MMG or dump it with the other mounted weapons? The NSVT is obviously a HMG since it's in .50, but the PKT isn't. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:54, 11 January 2019 (EST)&lt;br /&gt;
::in that case shall I also put the NSVT and KPVT in that category too? They're both mounted versions of their respective HMGs after all. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:14, 14 January 2019 (EST)&lt;br /&gt;
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== Idle question ==&lt;br /&gt;
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In some of your edits, you change .jpg to .jpg in an image and this counts as a change. What exactly are you doing there? I'm just curious. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:49, 6 February 2019 (EST)&lt;br /&gt;
:Huh... I don't know. It just happens sometimes when I edit. I had never edited the .jpg part of the file on any page (because why would that be necessary), and sometimes one some of the pages the .jpg just inexplicably registers a change after I publish my edits. I don't know what difference does it make and why it happened. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:06, 6 February 2019 (EST)&lt;br /&gt;
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== Changing Edits ==&lt;br /&gt;
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The [[Colt XSE]] has been renamed the [[Colt Rail Gun]]. Don't change the edits. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 02:06, 13 February 2019 (EST)&lt;br /&gt;
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== Battlefield: 1918 ==&lt;br /&gt;
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Unlocked. I can't believe I locked a page for that reason. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:34, 4 April 2019 (EDT)&lt;br /&gt;
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== Asking for confirm about a probable Chinese gun ==&lt;br /&gt;
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I'm sorry to bother you about a small issue, that is almost resolved. Well, the [[Far Cry 4#vz.61 Skorpion|Far Cry 4]]'s vz.61 Skorpion, have Chinese markings on it. Since I noted that you are the most expert about PRC's guns and have direct access of original language sources, I tought that you could confirm if is a Czech made Skorpion or a Chinese clone. I already asked a Hong Kong, some time ago and he confrmed that is used by Chinese government. Thank you in advance. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:34, 9 April 2019 (EDT)&lt;br /&gt;
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== English proofreading ==&lt;br /&gt;
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Hello! A great thanks for this site. Yes, I have many problems with English. Many thanks for the online correction site: it's actually a very useful site, because, my “word” program searches typos only in Russian language texts. Also, many thanks for the willingness to help. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:11, 9 April 2019 (EDT)&lt;br /&gt;
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== RE: Notes on editing  ==&lt;br /&gt;
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As i can see, it has categories, and i dont see the text on the images like a mess, but maybe its just me , and i had to Add TOC because if i didint, it bugged for me, as the categories/weapon names/descriptions etc.... seemed all bugged to me without it, and i still dont know why because this didint happend to me before. i dont know whats causing this late problems that didin't happend before (with my old drive), im very sorry for causing trouble&lt;br /&gt;
--[[User:MeilingSama|MeilingSama]] ([[User talk:MeilingSama|talk]]) 12:08, 10 April 2019 (EDT)&lt;br /&gt;
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== Smith &amp;amp; Wesson No.3 Russian Model ==&lt;br /&gt;
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I don't think that renaming such long-established page without proper discussion is a good idea. Hereinafter please discuss such activities. Thanks for understanding. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 15:55, 18 April 2019 (EDT)&lt;br /&gt;
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== RE: CSGO Images ==&lt;br /&gt;
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Thanks for the heads-up, I'll try to replace some of these when I can. A couple of concerns, though:&lt;br /&gt;
*I was under the impression that weapon-on-ground/world-model screenshots were standard practice (especially since many games have 2 separate models for the weapon that the player sees and the weapon that everyone else sees, and since they were part of the original images).&lt;br /&gt;
*While I get that the HUD can be a bit distracting if it's too big (for instance, I really should've remembered to turn off my FPS indicator), I thought that is was typical to leave the HUD there - I recall this being discussed before, and the general logic that I recall was that it makes the game look like it does during normal gameplay (plus there are some things, like the incorrect HUD icons and perhaps ammo capacities, that can be helpful/noteworthy).&lt;br /&gt;
*As for the distractors thing, maybe I've just been looking at too many of the ''[[Far Cry]]''-series pages as of late, but I've often tried to make sure that there's something interesting going on in the screenshots, to avoid making them look boring and repetitive (mostly just because it lets me put in more interesting flavor text). I suppose having them in games without bots would let me take all of the caps in one place without getting shot (taking screencaps gives me major lag spikes for some reason), but again, it'd remove some opportunities for flavor text.&lt;br /&gt;
And regarding the model inspection shots, I've been trying, but the game's normal F5 screenshot key doesn't work in the menus, and for some reason my full-screen capture keybind (Command-Shift-3) worked exactly once - I'll give it another go, and hopefully it'll actually work this time around.&lt;br /&gt;
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So, I'll probably be retaking some of these (you're right, some of those M249 shots are really hard to make out) without the FPS counter, and probably a better HUD setup, but I'd like to know whether the no-bots thing is a suggestion/preference or an absolute rule/strong recommendation - I'd be fine with doing either, but I'd like to know beforehand so I don't waste 3 hours getting a bunch of screenshots that I can't/shouldn't use. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 09:49, 19 April 2019 (EDT) P.S.: Would it be alright if I took some of the caps of weapons with skins? Not all of them, mind you - just one or two for each section. I've seen some pages with weapon caps where the guns have camos/finishes applied to them, but I'd like to know if having a few extra caps with weapon skins would be alright.&lt;br /&gt;
:Alrighty then, I'll get to it shortly. When exactly, I can't say for sure. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:15, 19 April 2019 (EDT)&lt;br /&gt;
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== LAW M72 page ==&lt;br /&gt;
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==You moved the image of a MOVIE SCREEN USED LAW rocket to the discussion page ==&lt;br /&gt;
That's now how IMFDB works.  There is a reason why shots of actual weapons used in films is on the primary page, if it's the most common and is correct as an archetype of the weapon.  We usually start with first variants and move down to later variants, but if there is an image of a screen used version and it's a correct example of a variation, then it stays on the primary page :D&lt;br /&gt;
Thanks. [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 14:20, 17 June 2019 (EDT)&lt;br /&gt;
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== Star Wars ==&lt;br /&gt;
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If you want to split them up, then that's ok. But I would ask that you use HD sources or higher. 1080p BluRay or higher.  I don't think there's a need to ID the cannons mounted on the ships though. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:38, 1 December 2019 (EST)&lt;br /&gt;
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If you're not going to add any more screenshots, then I wouldn't split them up. You have to make each page more complete if you're going to split them up. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:47, 1 December 2019 (EST)&lt;br /&gt;
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:: It's been over two months, when are you going to split up the pages for the Original Trilogy and the Prequel trilogy? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:14, 11 February 2020 (EST)&lt;br /&gt;
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== Watermarks ==&lt;br /&gt;
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I would rather have a non-watermarked image and explain the differences in text than a watermarked image which is clearly not ours and used without permission, when there already is a reference image without a watermark. We should make do with what we have, and only use one with a watermark that isn't ours if we either have permission or there is literally no other choice. Don't ask don't tell on images with watermarks stripped off them, but if it's there in the file upload history I can't pretend it isn't. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:54, 22 December 2019 (EST)&lt;br /&gt;
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==Poseidon reference==&lt;br /&gt;
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[http://www.poseidon.co.jp/2F/2f.html This should come in handy]. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 08:46, 21 April 2020 (EDT)&lt;br /&gt;
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== MW3 ==&lt;br /&gt;
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I've unlocked it. We'll be watching. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:46, 5 May 2020 (EDT)&lt;br /&gt;
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==RE:Photoshopped AR-15 images==&lt;br /&gt;
In that case the Photoshopped image is the top one with the 14.5&amp;quot; barrel. IIRC the reason it was photoshopped was that the previous image of a 653 was wrong as it had a 16&amp;quot; barrel, so I shortened it to 14.5&amp;quot; as in this case the &amp;quot;real&amp;quot; image was wrong despite the fact that it was physically a real gun photographed by MPM2008. This specific image used to be marked as a photoshop as I remember doing it but it has since been removed at some point clearly. Regardless, I don't think it is misleading not to mark it as a photoshop, as the image is accurate and appears real. The more misleading thing was that the non photoshop was a franken-gun with the wrong barrel length. I imagine that there are a lot of photoshopped images, as it never really used to be the rule that they were to be labelled, I specifically remember labelling this one as MPM2008 requested that images photoshopped from his photos be labelled as such. With the exception of giving a sporter carbine a solid stock which has already been labelled as a photoshop I can't remember any other images that I personally shopped to change the model of a gun. Something else to bear in mind is that the majority of firearm images from manufacturers or distrubutors are photopshopped anyway, either to pretty them up or create images of new models without taking a new photo. I can't remember which AR model it was, but I remember photoshopping back in a trigger one as the manufacturer had accidentally photoshopped it out in their promotional photo. I recall other examples where a company makes SA and FA variants and the images are clearly the some one just with photoshopped selector markings.&lt;br /&gt;
&lt;br /&gt;
Personally, I feel that it is only strictly necessary to mark something out as a photoshop if it is extensive, potentially inacurate or obviously not real, like [[Wild_Geese,_The#Custom_L1A1_Battle_Carbine|this]] SLR from The Wild Geese. The problem with labelling an otherwise &amp;quot;accurate&amp;quot; image as a photoshop is that it creates doubt about whether this is an accurate representation of a model of a gun, and might lead to people using a less correct image. Even worse, labelling image as &amp;quot;posibly photoshopped&amp;quot; or some such when you can't tell gives the impression that we have no idea whether it is an accurate image or not. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:26, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Regarding the FA:S MP5K==&lt;br /&gt;
Yes, in short, the MP5 does have two mag releases.&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum. Chosen because it was the first right-side MP5 image on the page; the circle just above the paddle magazine release is the paddle's pivot pin; the larger circle above that one is the magazine release button.]]&lt;br /&gt;
This is also how the HK94 can use standard MP5 mags; there, the button release is the only option, as shown below:&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3, chopped &amp;amp; converted - 9x19mm Parabellum. Note how this one only has the larger button, since the paddle and its pivot are gone.]]&lt;br /&gt;
Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 23:50, 16 July 2020 (EDT) P.S.: Is it a faux pas to respond to a question somebody asked themselves on their talk page? I'm only trying to help, but somehow it just feels... I dunno, stalker-y.&lt;br /&gt;
&lt;br /&gt;
== RE: Question about Alexander Marchenko's shotgun ==&lt;br /&gt;
&lt;br /&gt;
Some Russian-language sites. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:15, 8 August 2020 (EDT)&lt;br /&gt;
:[http://1news.zp.ua/v-zaporozhskom-muzee-tehniki-predstavlena-unikalnaya-kollektsiya-oruzhiya-foto/]&lt;br /&gt;
&lt;br /&gt;
And yes, I've aware of so much obscure Russian shotgun weaponry trivia at this point, you have no idea. I'm probably know way more obscure stuff than what anyone has even discovered yet. In particular, there are some facts that literally the very first of [[MagTech MT 586#MT 586P.2|MagTech MT 586 Police]] (somewhere 1989-1990) were imported into the USSR, and in considerable quantities. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:36, 4 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re: MGS2 FAMAS G1: Is this in-game or not? ==&lt;br /&gt;
&lt;br /&gt;
The answer is eh.... kinda.&lt;br /&gt;
&lt;br /&gt;
Putting aside it's appearance being wielded by Mecha Genola in the Variety VR missions on the Substance version of MGS2 for a second (which is represented by an image that I'll look into replacing)...&lt;br /&gt;
&lt;br /&gt;
[[File:FAMASMGS2-1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Whilst it never appears as an in-game model or in an in-engine cutscene, it does appear in a pre-rendered &amp;quot;flashback&amp;quot; scene which is actually a clip from one of the old trailers. The model used is available in a demo disc of MGS2 which shipped with Zone of The Enders and is represented by this image:&lt;br /&gt;
&lt;br /&gt;
[[File:FAMASMGS2.jpg]]&lt;br /&gt;
&lt;br /&gt;
So I would say it absolutely deserves recognition in the MGS2 page.&lt;br /&gt;
[[User:Notriguez|Notriguez]] ([[User talk:Notriguez|talk]]) 18:13, 10 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SVD-M ==&lt;br /&gt;
&lt;br /&gt;
I'm okay with it, but I will defer to Commando552 for firearms related decisions. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:27, 16 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: Astra 900/C96 in Lenfilm productions ==&lt;br /&gt;
&lt;br /&gt;
The supposed Astra was commonly discussed on forum.guns.ru, and I followed these identifications. Here is a discussion for ''Nachalnik Chukotki'':&lt;br /&gt;
https://forum.guns.ru/forummessage/85/240819-m51087135.html&lt;br /&gt;
Sorry, I cannot create a direct link of the post; scroll for &amp;quot;AVSniff 07-11-2017 23:18&amp;quot;, there is a lot of additional screenshots (all clickable) with details that allowed to identify the pistol as Astra.&lt;br /&gt;
&lt;br /&gt;
If you are sure that all these pistols are common C96, well, I cannot object. I'm personally not an expert of C96. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 04:43, 15 December 2020 (EST)&lt;br /&gt;
:BTW, [http://historypistols.ru/wp-content/uploads/2013/11/552.jpg a good image of various versions of Astra 900: early, transitional and late], with different pins. Maybe it could be useful. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 04:49, 15 December 2020 (EST)&lt;br /&gt;
Sorry for delay, I wasn't able to visit imfdb for a month. Real-life problems, you know... Let's return to the issue. Speaking of additional images, those are only for ''Nachalnik Chukotki'', in other cases I used all screenshots for the supposed Astra. So no additional materials that can help. What I suggest: let's keep Astra in cases it's definitly this gun. I assume that these are ''Mandate'', ''Nachalnik Chukotki'', ''Makar-sledopyt'' and ''Strogovy''. In all these cases this is a &amp;quot;flat-side&amp;quot; Mauser with Astra 900-like &amp;quot;nose&amp;quot;. There is a possibility of Mauser C96 &amp;quot;Flatside&amp;quot; aka Italian C99 that also appears in Lenfilm production (''[[20th_of_December_(20-e_dekabrya)#Mauser_C96_.22Flatside_.22|20-e dekabrya]]''); we may discuss in which cases the screen gun looks more similar to one or another model. ''Lyubov Yarovaya'' is a tricky case, I think that the pistol is rather Astra but maybe I'm wrong. And in ''Zhizn Klima Samgina'', as the pistol is seen not close enough, let's re-identify it as C96 (though I would rather keep the remark that it may be an Astra). And in ''Sedmoy sputnik'', you are right, I'll remove this film from Astra entry on C96 page. Hope we'll find the best desision on the case. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 13:07, 16 January 2021 (EST)&lt;br /&gt;
:OK, I made the corrections per discussion on films, actors and gun pages. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 13:05, 21 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Łucznik&amp;quot;==&lt;br /&gt;
In the pre-war period, there were two branches of the company. The first company was called (Zakłady Metalowe &amp;quot;Łucznik&amp;quot;) producing bicycles and machines (sewing machines, etc.) for the civil market. The second branch of the company was the weapons factory (Fabryka Broni Radom). Radom is a city in Poland. After the war, both branches of the company were merged under a common name (Fabryka Broni &amp;quot;Łucznik&amp;quot; in Radom). The name archer simply won the poll. :)--[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 07:30, 15 April 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== G3 Page ==&lt;br /&gt;
&lt;br /&gt;
I wanted the page to look similar to the AK-47 and M16 so I separated the early and A3 variants to show their differences because the picture of the early G3 rifle was just put in the G3A3 section.&lt;br /&gt;
Next time, I will write an explanation for major restructurings.--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 05:42, 8 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Xtreme Props credits ==&lt;br /&gt;
&lt;br /&gt;
It's just for credit's sake (at least in this case). Xtreme Props images aren't exclusively the ones to be captioned that way; various other images of screen-used guns (such as from Prop Store Ltd and Movie Armaments Group) had the attributions shown on the articles long ago. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:28, 23 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Warfighter ==&lt;br /&gt;
&lt;br /&gt;
I was gonna move some of those old screenshots to the talk page eventually - there are a few worth saving for the main page though. As for attachments, the game really only lets you mix from the pre-set setups (and some guns have extra/unlockable attachments, usually like the iron sights) so there isn't a whole lot actually. None of the lasers or lights actually function in game. Battlelog still has images for the generic setups so you may be able to find some things there. I can try and work on an attachments section on the talk page eventually.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:12, 2 March 2022 (EST)&lt;br /&gt;
:I already got the game on Origin years ago, but bought the kit shortcut for $20 (I guess it was on sale). I had all the unique unlocks (PKM parts, the AUG A1 scope) on the Xbox 360 but unfortunately it never got added to the backwards compatibility list on Xbox One for obvious reasons, though PC screencaps are obviously a lot higher quality. And yeah, there's a dearth of info on Warfighter probably since it wasn't a successful game. I think there was a really good weapons showcase on YouTube by LettuceWettuce but that creator unfortunately deleted his channel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:11, 3 March 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: ==&lt;br /&gt;
&lt;br /&gt;
I didn't receive any reply regarding this matter. You could try posting a message on Bunni's talk page and see if you can receive any update. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:35, 15 July 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Discord == &lt;br /&gt;
Emto#8603 --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 19:17, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M-10 image fix==&lt;br /&gt;
Thanks for fixing that weird gap under the M-10 image on the ''Upotte!!'' page, how did you get rid of it? It was driving me insane, but I couldn't see anything that would explain why it was there, and the revision history says &amp;quot;-3&amp;quot; but doesn't seem to show anything having changed. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:17, 21 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Red Dead Template==&lt;br /&gt;
If my memory serves, I changed it to work as a series template that we only have to put {{}} tags on a page instead of copy-pasting the whole thing. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:31, 28 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
If your way would be cleaner, that definitely works for me. And if &amp;quot;Made it proper&amp;quot; came off as disrespectful, I do sincerely apologize. I wasn't referring to the quality of yours or anyone else's work here. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:45, 28 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sicario: Day of the Soldado Beretta==&lt;br /&gt;
&lt;br /&gt;
[[File:Sic2_202.jpg|thumb|none|600px|A Beretta 92FS Centurion is wielded by Alejandro.]]&lt;br /&gt;
&lt;br /&gt;
Despite your recent update to the page, I'm not sure that this is a Beretta 92FS Centurion. While the edge of the barrel does not extend past the tip of the slide (like a Centurion), the slide itself extends further past the frame than a Centurion-style pistol. I think that this is just a regular Beretta 92F/FS which has been fitted with a flush-fit barrel (which are made by several after-market manufacturers, and similar guns have appeared in other media, such as Season 2 of ''[[Miami Vice]]''). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 16:13, 15 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Acknowledge that I mis-understood the nature of your edits; I didn't look at the edit comparison closely enough. As for letting you know: I tend to take the attitude that before I roll back somebody's changes to a page, it's good etiquette to advise them why I'm changing the page. After all, it's been a pet peeve of mine when people repeatedly roll back changes that I make without telling me (especially when I know that they're wrong). Also, as an FYI: I still hold Admin status on this Wiki myself, so that has nothing to do with why I reached out to you. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 18:28, 16 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hellsinki ==&lt;br /&gt;
&lt;br /&gt;
I figured it was technical. The page has been around for over a decade, it was time to go. I saved the code. If someone else wants to put in the time to finish it, they can. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 17:29, 6 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Heat Type 56-1==&lt;br /&gt;
&lt;br /&gt;
The color of the wood finish is more consistent with the Norinco-built guns than Poly Techs. Also: We've traditionally referred to the Type 56 guns as &amp;quot;Norinco Type 56/Type 56-1/Type 56-2/etc.&amp;quot; for many years now. Most of our pages refer to &amp;quot;Norinco Type 56-1&amp;quot;, not just &amp;quot;Type 56-1.&amp;quot; At this point, are you really prepared to go back and change all of those pages? I hate to say that we shouldn't do something because of a path dependency issue, but I also hate inconsistency even more. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:19, 7 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, you are correct that we shouldn't perpetuate mis-information due to habits and tradition. I also think that your approach makes sense, given that with some other type of rifles, we eschew the brand-name when we know that there was more than one manufacturer (example: I would consider &amp;quot;Colt M16A2&amp;quot; incorrect for identifying an M16A2-pattern rifle, vs. just &amp;quot;M16A2&amp;quot;). With that being said, I think that almost any of the movie armorers on here would tell you that the vast, VAST majority of their Type 56-pattern AK rifles were likely Norinco-manufactured. That is certainly my impression from anecdotal evidence after seeing countless action movies over the years. But if you want to undertake the project of re-naming Type 56 entries across IMFDB (hundreds if not thousands of pages at this point), then that is your prerogative.&lt;br /&gt;
&lt;br /&gt;
:RE the difference between Norinco and Poly Tech AKs - my understanding is that Poly Techs will usually have both (1.) a glossier, higher-grain wood finish (and they were imported with both light blonde wood and dark oak finishes), and (2.) a deeper blue finish on the metal parts. If you want to see an example - here is my own Poly Tech-manufactured AK, which was imported by Golden State Arms in the mid-1980s:&lt;br /&gt;
&lt;br /&gt;
:[[Image:MyAK (2).jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
:Sorry that the resolution isn't great - I took this pic back in 2004 when I originally bought the gun. I also can't take new pics because the rifle still resides at my family's house in another state at this time. But hopefully, you can see the difference vs. the Norinco-made guns. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 13:24, 10 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::So I missed your discussion over the [[Norinco]] group page, when you stripped that page of all the firearms believed (incorrectly) to have been manufactured by Norinco. I guess that I have somewhat mixed thoughts, though I see merits in your arguments. My take:&lt;br /&gt;
&lt;br /&gt;
::*You are correct that Norinco came into existence during the post-Maoism era reforms implemented by Deng Xiaopeng, as an arms export conglomerate that was meant to sell the products manufactured by PLA-owned state factories. Obviously, the company also did not exist when the Type 56 rifle was first manufactured - the original maker was State Factory 66.&lt;br /&gt;
::*On the other hand, I do think it's also fair to say that Norinco was created to be essentially the brand name for the weapons that it has sold, and the difference between them and Poly Tech is that (usually), the two companies served as the export branch/international brand name for different factories. I don't know whether this is true, but at least one source I Googled suggests that Norinco guns are made by State Factory 66, while Poly Tech guns came from State Factory 326. Though it gets complicated - there were a lot of factory codes, and speculation is abound about what this means; common theory is that State Factory 66 was primary assembler, while parts came from other factories. This is also why the specs are slightly different between the guns sold in the West by Norinco vs. those sold by Poly Tech. So even if Norinco didn't own the manufacturing facilities themselves, it also isn't inaccurate to say that the PLA treated them as the &amp;quot;brand&amp;quot; for the guns that they sold.&lt;br /&gt;
::*So, all this to say: I do think we have to be careful with the justification that we can't use a brand name for a weapon sold by a company if they are not also the manufacturer. As I am sure you know well, there are many firearm designs where the company that brands and sells the weapons is sourcing parts from another manufacturer. (Example: My Bravo Company Mfg AR-15 consists of parts manufactured mostly by Vltor, not BCM themselves, but I still call my rifle a &amp;quot;BCM&amp;quot; and not a &amp;quot;Vltor&amp;quot;.)&lt;br /&gt;
::*Philosophically, I do agree that when we're dealing with military weapons where the design is owned by a government entity, and more than one manufacturer exists, it's often a bad idea to use brand names. This is, of course, why I would generally discourage use of terms like &amp;quot;Colt M16A2&amp;quot; or &amp;quot;Colt M4A1&amp;quot; to describe recent U.S. military service rifles, where the TDP is owned by the USG (and nowadays, most of those guns are built by FN, anyway). Same logics applies in this situation.&lt;br /&gt;
&lt;br /&gt;
::-[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 00:08, 14 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The&amp;quot; titles ==&lt;br /&gt;
Sorry, I didn't know that. Thanks for telling me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:00, 28 August 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Remington_Model_700&amp;diff=1606267</id>
		<title>Talk:Remington Model 700</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Remington_Model_700&amp;diff=1606267"/>
		<updated>2023-08-28T15:57:46Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Additional Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Additional Images=&lt;br /&gt;
[[File:Rem700SS.jpg|thumb|none|500px|Remington Model 700 SPS Stainless - .300 Win Mag]]&lt;br /&gt;
[[File:Rem700.jpg|thumb|none|500px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Rem700LTR.jpg|thumb|none|500px|Remington Model 700 LTR with bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Remington 700 bdl.jpg|thumb|none|500px|Remington Model 700 BDL - .300 Win Mag]]&lt;br /&gt;
[[File:Remington700CDL.jpg|thumb|none|500px|Remington Model 700 CDL - .300 Win Mag]]&lt;br /&gt;
[[File:Rem 700 cdl dm.jpg|thumb|none|500px|Remington Model 700 CDL DM with scope - .243 Winchester.]]&lt;br /&gt;
[[File:Rem700VLS.jpg|thumb|none|500px|Remington Model 700 VLS with the Varmint Laminated Stock - .308 Winchester]]&lt;br /&gt;
[[File:700 XCR II.jpg|thumb|none|500px|Remington Model 700 XCR II - .300 Win Mag]]&lt;br /&gt;
[[File:Remington700VTR.jpg|thumb|none|500px|Remington Model 700 VTR - .308 Winchester]]&lt;br /&gt;
[[File:Rem700SPS.jpg|thumb|none|500px|Remington Model 700 SPS Tactical - .308 Winchester]]&lt;br /&gt;
[[File:Remington 700 sps tactical aac-sd.jpg|thumb|none|500px|Remington Model 700 SPS Tactical with AAC-SD - .308 Winchester]]&lt;br /&gt;
[[File:700 XP.jpg|thumb|none|500px|Remington Model 700 Export with Leupold Mark 4 scope and Harris LM-S bipod - .308 Winchester]]&lt;br /&gt;
[[File:Remington Model 700BDL With Iron Sights.jpg|thumb|500px|none|Remington Model 700 BDL rifle with iron sights and sniper scope - .30-06 Springfield]]&lt;br /&gt;
[[File:Rem700 01.jpg|thumb|none|500px|Remington Model 700 with synthetic stock and a Leupold scope - 7mm Remington Magnum (credit to [[User:Orca1 9904|Orca1 9904]])]]&lt;br /&gt;
[[File:Remington USR.jpg|thumb|none|500px|Remington USR - .308 Winchester]]&lt;br /&gt;
[[File:Model 700 Tactical Chassis.jpg|thumb|none|500px|Remington Model 700 Tactical Chassis - .308 Winchester]]&lt;br /&gt;
[[File:Cadex-strikedual-chassis.jpg|thumb|none|500px|Cadex Defence Strike Dual short action rifle chassis for the Remington 700]]&lt;br /&gt;
[[File:Remington700-Cadex-Strike.jpg|thumb|none|500px|Remington 700 with Cadex Defence Strike Dual rifle chassis - .300 Win Mag]]&lt;br /&gt;
[[File:RACS 1.jpg|thumb|none|500px|Early version of the Remington Accessory Chassis System (RACS)]]&lt;br /&gt;
[[File:R700 AAC.jpg|thumb|none|500px|AAC Integrally Suppressed Remington Model 700 - .300 BLK]]&lt;br /&gt;
[[File:Remington700JAE.jpg|thumb|500px|none|Remington Model 700 with JAE-700 stock - .308 Winchester]]&lt;br /&gt;
[[File:Savage 10FP-1-.jpg‎|thumb|none|500px|Remington 700PSS with Choate Super Sniper Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GAP Gladius.jpg|thumb|none|500px|Remington 700PSS with GAP Gladius stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Choate Stock.jpg|thumb|none|500px|Choate Ultimate Sniper Stock - ODG]]&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Hogue Overmold.jpg|thumb|none|500px|Remington Model 700 with Hogue &amp;quot;Overmolded ghillie&amp;quot; stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Acc-mdt-chassis.jpg|thumb|none|500px|MDT ACC Chassis System for R700 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Remington 700 PCR.jpg|thumb|none|500px|Remington Model 700 PCR - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:Remington 700 PCR Enhanced.jpg|thumb|none|500px|Remington Model 700 PCR Enhanced - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Terminal List M700 screenused.jpg|thumb|none|500px|Remington Model 700 with Night Force NXS scope, Harris Tactical bipod, and custom rattle can camouflage used in ''[[The Terminal List]]'' - .300 Winchester Magnum. Photo courtesy of Xtreme Props.]]&lt;br /&gt;
[[File:M24SniperRiflePainted.jpg|thumb|none|500px|M24 sniper rifle with desert paint scheme - various]]&lt;br /&gt;
&lt;br /&gt;
===Airsoft Images===&lt;br /&gt;
[[File:VSRGspec Airsoft.jpg|thumb|500px|none|TM VSR-10 G-Spect - 6mm BBs]]&lt;br /&gt;
&lt;br /&gt;
===Non-Gun Images===&lt;br /&gt;
[[File:NonGunRifleWood.jpg|thumb|none|500px|Hunting Rifle Non Gun]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Question==&lt;br /&gt;
Im not too good with when specific variants were introduced and I cant seem to find a definite date for the 700 BDL, anyone know EXACTLY when it was released?&lt;br /&gt;
&lt;br /&gt;
==Distinguishing==&lt;br /&gt;
as Americans we all know the popularity and influencialality of the model 700, for any one confused with whether a rifle is an R700 in an AICS chassis and an [[Accuracy International Arctic Warfare series]], look at the bolt. the AI l96 series uses a ball shape bolt at the end of a round piece of metal while the R700 uses a flat &amp;quot;Tab&amp;quot; bolt handle [[User:SargeOverkill]]&lt;br /&gt;
&lt;br /&gt;
==Remington XM2010 ESR==&lt;br /&gt;
Should this not have its own page? I know it is derived from the M24 which is the Remington Model 700, but it is fairly different.... --[[User:Zackmann08|Zackmann08]] 19:05, 10 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:I don't think so, as it is basically a Remington 700 in a fancy stock. The real life XM2010 ESRs are actually built from M24 rifles which have been rechambered to .300 Winchester Magnum and accessorised.  --[[User:Commando552|commando552]] 08:45, 11 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::Gotcha. Thanks for the explanation! --[[User:Zackmann08|Zackmann08]] 10:00, 11 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
And just to point out, the XM was dropped almost two years ago. It's now the '''M2010 ESR'''. Unless there are differences between the full-rate version and the test models (as is the case with the XM320 and XM16E1), it should be changed to reflect that. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:05, 14 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
==M24A2 vs. M24A3==&lt;br /&gt;
How can one visually differentiate between M24A2 and M24A3? The [[Remington Model 700#M24 Sniper Weapon System|M24 section]] is piled up. --[[User:Masterius|Masterius]] 06:39, 13 April 2012 (CDT)&lt;br /&gt;
:Different trigger guard design. The M24A3 has a magazine release paddle-like thing, and its magazine is longer and wider. --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 07:14, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
[http://www.usord.com/weapons/m40a5 M40A5] (which is Short Action) allows both 5-round and 10-round magazines through its [http://www.badgerordnance.com/triggerguards/ Badger Ordnance BDM Triggerguard]. --[[User:Masterius|Masterius]] 09:38, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Need image for Remington 700 with JAE-700 Stock ==&lt;br /&gt;
&lt;br /&gt;
Couldn't tell whether to put this here or on the [[No More Room In Hell]] article, decided here because I figured people would actually ''see it'' here.&lt;br /&gt;
&lt;br /&gt;
I have screenshots taken and uploaded for the article, but I need a picture of the IRL gun, since none of the pictures on the R700 article ''and'' talk page match. I found one picture that looks good, but I want to ask you guys if this picture is okay to upload: http://www.infobarrel.com/media/image/46363.jpg&lt;br /&gt;
&lt;br /&gt;
== M40/A1 vs Remington 700 ==&lt;br /&gt;
What exactly is the difference between an M40/M40A1 and a Remington 700? The A3, A5, and A7 versions are easily distinguishable, but I was under the impression that the M40 and M40A1 were just off-the-shelf 700s with the former having a wooden stock and the latter a synthetic stock and new scope. Is that the case or am I wrong? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:42, 20 August 2016 (EDT)&lt;br /&gt;
: I had always thought the base rifles were further worked-over a bit at Quantico prior to use and not issued as straight off-the-shelf pieces, mainly in the case of the A1 but also perhaps with the original M40 as well. Could be wrong though. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:36, 20 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Safety Issues ==&lt;br /&gt;
&lt;br /&gt;
So, if any of you watch 60 Minutes, then you'll know about the safety concerns regarding these rifles, being that certain trigger models (more predominantly the recent model- the &amp;quot;X-Mark Pro&amp;quot;, if I recall correctly- along with the earlier &amp;quot;Walker&amp;quot; model) have had issues with firing without the trigger being touched. Does anybody have anything to say about this? Comments, questions, concerns? Bueller? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:59, 20 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
My personal opinion is if you buy the rifle, just replace the trigger with a quality one, and you're good to go. I don't know if that issue is true or not, but it's probably best to be on the side of caution. --[[User:Sasquatch the Reaper|Sasquatch the Reaper]] ([[User talk:Sasquatch the Reaper|talk]]) 01:04, 21 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remington 700PSS/700 --&amp;gt; 700PSS/700P ==&lt;br /&gt;
Two things I changed which are weird or wrong. 1) The title is weird. Slash 700? Assume it's missing a P, so added that. 2) PSS stands for &amp;quot;Police Sniper System&amp;quot; per, say, this article from SAR which has as sources: Remington http://www.smallarmsreview.com/display.article.cfm?idarticles=1804. Other tweaks to make it all fit, for accuracy. Do tell if you hate it all though. [[User:Shoobe01|Shoobe01]] ([[User talk:Shoobe01|talk]]) 23:53, 30 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mk 13 ==&lt;br /&gt;
So, with the recent adoption of the Mk 13 Mod 7 by the Marines, I've been looking into the developmental progression of the Mk 13 SWS and I've been able to identify four versions with certainty: the Mod 0 which had a McMillan A2 stock (this is basically the .300 WinMag rifle described by Chris Kyle in his book and subsequently reproduced for the [[American Sniper|film adaption]], the Mod 5 in an AICS 2.0 chassis as pictured on this page which came about in around 2009, the Mod 6 which was identical to the Mod 5 but had a left-handed action, and the new Mod 7 in an AX chassis. As for a Mod 1, 2, 3, or 4, I either simply can't find any info online or Crane jumped from Mod 0 to Mod 5 for some reason. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:47, 12 May 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Wall_(2017)&amp;diff=1606266</id>
		<title>The Wall (2017)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Wall_(2017)&amp;diff=1606266"/>
		<updated>2023-08-28T15:56:51Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M24 Sniper Weapon System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = ''The Wall''&lt;br /&gt;
|picture = Wall.jpg&lt;br /&gt;
|caption = ''Theatrical Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[Doug Liman]]&lt;br /&gt;
|date= 2017&lt;br /&gt;
|language = English&lt;br /&gt;
|studio=Amazon Studios&lt;br /&gt;
|distributor= Roadside Attractions&lt;br /&gt;
|character1=Sgt. Allen Issac&lt;br /&gt;
|actor1=[[Aaron Taylor-Johnson]]&lt;br /&gt;
|character2= SSgt. Shane Matthews&lt;br /&gt;
|actor2=[[John Cena]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Wall''''' is a 2017 war film directed by [[Doug Liman]] (''[[The Bourne Identity (2002)|The Bourne Identity]]'').  The film stars [[Aaron Taylor-Johnson]] as Sgt. Allen Isaac, a spotter on a US Army sniper team who finds himself trying to find a way to rescue SSgt. Shane Matthews ([[John Cena]]), his wounded sniper, from a rogue shooter.  &lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Wall}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoiler}} &lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
SSgt. Shane Matthews ([[John Cena]]) uses a desert-painted [[M24 SWS]] as his main weapon.  This rifle also is used by Sgt. Allen Isaac ([[Aaron Taylor-Johnson]]).&lt;br /&gt;
[[File:M24SniperRiflePainted.jpg|thumb|none|450px|M24 sniper rifle with desert paint scheme - various]]&lt;br /&gt;
[[File:Wall17 04.jpg|thumb|none|600px|SSgt. Shane Matthews ([[John Cena]]) uses a desert-painted [[M24 SWS]] as his main weapon. ]]&lt;br /&gt;
[[File:The Wall 01.jpg|thumb|none|600px|Matthews ([[John Cena]]) taking aim with the rifle.]]&lt;br /&gt;
[[File:The Wall 02.jpg|thumb|none|600px|Isaac ([[Aaron Taylor-Johnson]]) sets up his rifle.]]&lt;br /&gt;
&lt;br /&gt;
== M4A1 ==&lt;br /&gt;
An [[M4A1]] is carried by Sgt. Allen Isaac ([[Aaron Taylor-Johnson]]) in the film.&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|450px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Wall17 07.jpg|thumb|none|600px|An [[M4A1]] is taken up by Sgt. Allen Isaac ([[Aaron Taylor-Johnson]]).]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
A [[Beretta 92FS]] is also used by Sgt. Allen Isaac ([[Aaron Taylor-Johnson]]) in the film.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19 mm]] &lt;br /&gt;
[[File:Wall17 09.jpg|thumb|none|600px|The Beretta on the ground next to Isaac.]]&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
== EDM Arms Windrunner ==&lt;br /&gt;
Juba ([[Laith Nakli]]) mentions that he's using a [[EDM Arms Windrunner]] referred to as a &amp;quot;M96 Windrunner&amp;quot; as his main weapon in the film. Like Juba himself, the weapon is never shown on screen.&lt;br /&gt;
[[File:M96rifle.jpg|thumb|450px|none|EDM Arms Windrunner M96 - .50 BMG]] &lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Wall (2017), The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Doug Liman]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:M24SniperRiflePainted.jpg&amp;diff=1606265</id>
		<title>File:M24SniperRiflePainted.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:M24SniperRiflePainted.jpg&amp;diff=1606265"/>
		<updated>2023-08-28T15:55:14Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gun Image}}&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:M24SniperRiflePainted.jpg&amp;diff=1606264</id>
		<title>File:M24SniperRiflePainted.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:M24SniperRiflePainted.jpg&amp;diff=1606264"/>
		<updated>2023-08-28T15:55:03Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Last_of_Us&amp;diff=1605235</id>
		<title>The Last of Us</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Last_of_Us&amp;diff=1605235"/>
		<updated>2023-08-24T17:43:20Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''The Last of Us''&lt;br /&gt;
|picture = lastofusposter.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|series = ''The Last of Us''&lt;br /&gt;
|developer= Naughty Dog&lt;br /&gt;
|publisher= Sony Computer Entertainment&lt;br /&gt;
|date= 2013&lt;br /&gt;
|platforms= PlayStation 3&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&lt;br /&gt;
|genre= Action-adventure&amp;lt;br&amp;gt;Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''The Last of Us''''' is an action-adventure survival horror game developed by Naughty Dog, creators of the ''[[Uncharted]]'' series. Though the two series are distinct in terms of tone and overall gameplay, ''The Last of Us'' features similar character movement through the environment and some weapons seem partially lifted from the ''Uncharted'' series. Set in a post-apocalyptic future with a lush, overgrown environment, the characters must often use alternate routes to navigate the environment, evading or fighting the mutated infected and hostile survivors.&lt;br /&gt;
&lt;br /&gt;
The game is set in 2033, 20 years after a global pandemic caused by a mutated variant of the ''Cordyceps'' fungus has decimated society. Infected humans are turned into ravenous, mindless monsters, and much of the United States outside of the totalitarian Quarantine Zones is a lawless expanse. In Boston, smuggler and hardened, cynical survivor Joel is contacted by the anti-government militia the Fireflies with a seemingly simple job: escort a teenage girl, Ellie, out of the Boston Quarantine Zone and deliver her to their allies. But when the simple plan goes awry, the pair find themselves embarking on an epic cross-country journey.  &lt;br /&gt;
&lt;br /&gt;
Ammunition is scarce and the game places an emphasis on the careful use of firearms. Though handguns are favored by many characters for their portability, ''The Last of Us'' accurately depicts the significantly increased effect of long arms. Holsters must be crafted to be able to carry a certain number of weapons and actively swap between them. The title's multiplayer mode, 'Factions,' offers 4v4 gameplay similar to the campaign, with a metagame where the player maintains a survivor colony. Ammunition is limited and a small amount of weaponry can be brought into a game, with a scrap-collecting mechanic for acquiring powerful 'Purchasable' weapons and creating improved armor.&lt;br /&gt;
&lt;br /&gt;
A sequel, ''[[The Last of Us Part II]]'', was released in 2020.&lt;br /&gt;
&lt;br /&gt;
A remake, titled '''''The Last of Us Part I''''', was released on September 2, 2022 for the PlayStation 5.&lt;br /&gt;
&lt;br /&gt;
A [[The Last of Us (TV_Series)|live action US television series adaptation of the same name]] premiered on the premium services [[HBO]] and HBO MAX on January 15th, 2023.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''The Last of Us'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 66==&lt;br /&gt;
The [[Taurus Model 66]] with blued finish, 3-inch barrel and rubber grips is one of the most common weapons in ''The Last of Us''. It's implied to be Joel's personal firearm during the prologue, where he uses it briefly before giving it to his brother. An identical weapon is found off a dead soldier outside the quarantine zone as the second firearm the player can use. Simply called the Revolver, it's more powerful than the 9mm pistol and is frequently used by both enemies and allies. It is the standard handgun for moments where Joel is forced to use a firearm for story based reasons and is the only weapon which receives infinite ammo at certain points, implying the revolver to be his personal sidearm/firearm since obtaining it out of the quarantine zone earlier.&lt;br /&gt;
&lt;br /&gt;
The trigger is always seen to be in the single-action mode, although the gun is always fired double-action. When reloading, careful attention is put into each cartridge being inserted into the cylinder, but empties are never seen ejected. In early footage, the weapon was shown with a longer (likely four-inch) barrel, in contrast to the shorter barrel seen in the campaign as well as factions multiplayer. &lt;br /&gt;
&lt;br /&gt;
During the E3 2012 footage, Joel was seen armed with the 4 inch barrel variant of the Taurus 66 and was also able to strip ammunition from revolvers found off dead enemies by opening the cylinder and punching the rounds - while in the final build of the game he simply takes the entire gun. &lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the Taurus revolver by default has wooden grips but they can be switched out for rubber grips just like the original and remastered games after fully upgrading the rate of fire. When aiming the revolver, Joel seems to always cock the hammer before firing.&lt;br /&gt;
&lt;br /&gt;
[[Image:66B4.jpg|thumb|none|right|350px|Taurus Model 66 - .357 Magnum]]&lt;br /&gt;
[[Image:lastofus1920wp.jpg|thumb|none|right|600px|Promotional photo of Joel with his 4 inch Taurus Model 66. The 2.5-inch version would be in the final build of the game.]]&lt;br /&gt;
[[Image:lastofusmodel66.jpg|thumb|none|right|600px|Joel keeps his Model 66 at the ready.]]&lt;br /&gt;
[[Image:lastofusmodel66-2.jpg|thumb|none|right|600px|Joel fires his Model 66 into the head of a clicker.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10HB or Model 13==&lt;br /&gt;
The Taurus revolver that is Joel's personal firearm during the prologue of appears to be replaced by the [[Smith &amp;amp; Wesson Model 10|Smith &amp;amp; Wesson Model 10 Heavy Barrel]] or a [[Smith &amp;amp; Wesson Model 13]] in ''The Last of Us Part I'' remake which he wields to shoot an infected neighbor and then hands it to Tommy to cover him. This revolver is the same model taken from ''[[The Last of Us Part II]]'' Extended Commercial which predates the ''Part 1'' remake.&lt;br /&gt;
[[Image:S&amp;amp;WModel10HB.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 10 HB - .38 Special]]&lt;br /&gt;
[[Image:Smith_%26_Wesson_Model_13.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 13 with 4-inch barrel - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;El Diablo&amp;quot;==&lt;br /&gt;
&amp;quot;El Diablo&amp;quot; is a scoped, long-barreled revolver found in the beginning of the fall section. It is very similar to [[Smith_%26_Wesson_Model_629|S&amp;amp;W Model 629]], but is a top-break revolver like the [[Webley Revolver]], and its size seems to have been exaggerated. It is found on the ground within a small shack and can be easily missed. Outfitted with a low-magnification optic, it can only carry a single shot without upgrades but can usually put down a human target in a single shot. Reloading involves ejecting the entire cylinder and replacing it. It does not share ammunition with the other revolver and casings indicate a larger caliber. Ammunition for the weapon can commonly be found from its discovery in the fall season. Soldiers at the end of the game also sometimes carry this weapon.&lt;br /&gt;
&lt;br /&gt;
It is a purchasable in multiplayer, distinguished by an instant takedown with headshots.&lt;br /&gt;
[[Image:SW-629.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 629 Classic - .44 Magnum]]&lt;br /&gt;
[[Image:TLOU-Diablo-1.jpg|thumb|none|600px|Joel with his &amp;quot;El Diablo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Chiappa Rhino/Dan Wesson hybrid (Remake)===&lt;br /&gt;
The S&amp;amp;W 629/Webley-esque El Diablo has been replaced by now a [[Chiappa Rhino 50DS]]/[[Dan Wesson]] hybrid revolver in ''The Last of Us Part I'' remake. This version of the revolver is features Chiappa-style frame, grips, trigger guard and cylinder but by default has a Dan Wesson vent rib barrel which can be customized. The gun still starts out as a single shot weapon until it is upgraded. It is initially depicted as similar to break-action pistols like the [[Thompson Center Arms Contender]]. Capacity upgrades first gives it a second chamber, arranged in a manner similar to an over-under shotgun, (but not a second barrel) and finally a three-round revolver cylinder, emulating the appearance of the original game's El Diablo.   &lt;br /&gt;
[[File:Chiappa_Rhino_5%22.jpg|thumb|none|350px|Chiappa Rhino 50DS - .357 Magnum]]&lt;br /&gt;
[[Image:DJB746B-A-F2-H.jpg|thumb|350px|none|Dan Wesson Model 15-V - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Brigadier==&lt;br /&gt;
A FEDRA soldier can be seen using a [[Beretta 92FS Brigadier]] after Joel, Ellie, and Tess escape the quarantine zone. &lt;br /&gt;
&lt;br /&gt;
[[File:92FS Brigadier pistol.jpg|thumb|none|350px|Beretta 92FS Brigadier - 9x19mm]]&lt;br /&gt;
[[File:Lastofus4.jpg|thumb|none|600px|A FEDRA soldier holds the 92FS. Note the triangular projection on the slide confirming it as a Brigadier model, and the screw on the grip, distinguishing it from the Model 70.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P226R/Ruger P-series hybrid (Remake)===&lt;br /&gt;
The Beretta is replaced by a [[SIG-Sauer P226R]] and a [[Ruger P-series pistol]] hybrid in ''The Last of Us Part I'' remake. This pistol is notably the same model taken from ''[[The Last of Us Part II]]'', which predates the Part 1 remake.&lt;br /&gt;
[[File:P226R.jpg|thumb|350px|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:P89.jpg|thumb|350px|none|Ruger P89 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 70==&lt;br /&gt;
Ellie (portrayed by [[Ashley Johnson]]) is given a [[Beretta Model 70]] by Joel after a shootout with hunters in Pittsburgh. The player can use the weapon as Ellie during the winter levels and it is available in the 'Left Behind' DLC, however, it cannot be upgraded. As Ellie is younger, physically smaller, and less experienced than Joel, the weapon is realistically shown to have a fair bit more recoil shot-to-shot. It has similar punch against enemies to the 9mm pistol, however. Marlene (portrayed by [[Merle Dandridge]]) holds a Beretta Model 70 near the end of the game.&lt;br /&gt;
[[Image:BerettaModel70.jpg|thumb|none|350px|Beretta Model 70 - .32 ACP]]&lt;br /&gt;
[[Image:LoUBeretta.jpg|thumb|none|600px|Ellie holds her newly given Beretta Model 70. Note excellent trigger discipline.]]&lt;br /&gt;
[[Image:LoUBeretta2.jpg|thumb|none|600px|Ellie tugs the slide of the Beretta.]]&lt;br /&gt;
[[File:TLOU-Beretta-1.jpg|thumb|none|600px|Ellie with her Beretta in the 'Left Behind' DLC.]]&lt;br /&gt;
[[File:Lastofus3.jpg|thumb|none|600px|Marlene holds her Beretta Model 70.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P5 (Remake)===&lt;br /&gt;
The Beretta Model 70 is replaced by the [[Walther P5]] with wooden grips in the ''Last of Us Part 1'' remake as Ellie's sidearm.&lt;br /&gt;
[[Image:P5Wood.jpg‎|thumb|350px|none|Walther P5 with wooden grips - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Military Pistol&amp;quot;==&lt;br /&gt;
Marlene and some Fireflies now carry the &amp;quot;Military Pistol&amp;quot; from ''[[The Last of Us Part II]]'' in ''The Last of Us Part I'' remake, replacing her Beretta Model 70 and their Colt Defender pistols. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|4th Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[File:CaracalF.jpg|thumb|none|350px|Caracal F - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Burst Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;Burst Pistol&amp;quot; is unlocked by buying the Tactical Weapons Bundle, but can be used with the Suppression and Support classes. This pistol is a combination of the [[Heckler &amp;amp; Koch USP]] and the [[Glock 17 Pro]]. The Burst Pistol fires in three round bursts with a magazine capacity of nine shots.&lt;br /&gt;
[[Image:G17pro.jpg|thumb|none|350px|Glock 17 Pro (Gen 3 pistol) - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:TLOUBP1.jpg|thumb|none|right|600px|The player holds the Burst Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
Joel ([[Troy Baker]]), Tess ([[Annie Wersching]]), Ellie ([[Ashley Johnson]]), and many survivors are occasionally seen using a [[Colt Defender]] with wooden grips. It is the first weapon available to Joel, and is implied to be his personal sidearm as a smuggler. The Defender is portrayed to be notably less powerful than the .357, taking three to four shots to down most assailants. It can be suppressed, though only in multiplayer. The hammer is never shown to be cocked and the player will always cycle the slide, which does not lock back when the magazine is expended.&lt;br /&gt;
&lt;br /&gt;
The Colt Defender appears to be taken directly from the &amp;quot;.45 Defender&amp;quot; from ''[[Uncharted 2]]'', though here it is chambered in 9x19mm and simply called the &amp;quot;9mm Pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtDefenderM1911.jpg|thumb|none|400px|Colt Defender - .45 ACP/9x19mm]]&lt;br /&gt;
[[File:LoUColt.jpg|thumb|none|600px|Ellie surrenders the Defender. The Defender in this scene is replaced by the above Beretta Model 70 in the final game.]]&lt;br /&gt;
[[File:LoUColt2.jpg|thumb|none|600px|The business end of Joel's Defender in Ellie's hands.]]&lt;br /&gt;
[[File:Lastofus2.jpg|thumb|none|600px|Joel holds his Colt Defender on Henry.]]&lt;br /&gt;
&lt;br /&gt;
===Browning Hi Power (Remake)===&lt;br /&gt;
The Colt Defender is replaced by the [[Browning Hi-Power]] in ''The Last of Us Part I'' remake as the most ubiquitous 9mm handgun to every survivor in the game. Like the revolver when aiming the pistol, Joel cocks the hammer before firing.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|350px|none|Classic Browning Hi-Power (Belgian Manufacture) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Grounded DLC added a Desert Eagle pistol to the multiplayer mode, called the 'Enforcer.' Its stopping power and rate of fire is between that of the 9mm pistol and Revolver, and it can be suppressed.&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] is commonly used by Joel, hunters, scavengers, Fireflies, and the military throughout the game. The weapon is given to Joel by another survivor early in the game and is one of the few firearms he is seen to wield in cutscenes. When carried by enemies, it can easily kill Joel if he's caught in the open. The Mossberg is still portrayed as being slightly shorter-ranged than would be realistic; performing moderately at longer than room distances, while at close range it can dramatically dismember enemies. It is also a purchasable in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Mossberg500AT.jpg|thumb|none|450px|Mossberg 500AT Shotgun - 12 gauge]]&lt;br /&gt;
[[File:lastofuswin1300.jpg|thumb|none|600px|Joel keeps the attacking hunter at bay with his newly acquired Mossberg 500.]]&lt;br /&gt;
[[File:lastofuswin13001.jpg|thumb|none|600px|As Joel receives a 2x4 to the face from another hunter, the Mossberg 500 is seen in his hands.]]&lt;br /&gt;
[[File:LoUMossberg.jpg|thumb|none|600px|Joel with the Mossberg on his back. Note the safety switch on top of the receiver identifying the shotgun as a Mossberg.]]&lt;br /&gt;
[[File:LoUMossberg2.jpg|thumb|none|600px|A hunter holds a Mossberg while searching for Joel and Ellie.]]&lt;br /&gt;
[[File:Lastofus6.jpg|thumb|none|600px|Joel and Bill with their Mossberg 500AT shotguns before they go to work.]]&lt;br /&gt;
[[File:TLOU-Shotgun-1.jpg|thumb|none|600px|A survivor holds his Mossberg.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 (Remake)===&lt;br /&gt;
The Mossberg shotgun is replaced by the [[Remington 870]] shotgun in ''The Last of Us Part I'' remake. It appears to change the magazine tube when upgrading the gun.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|450px|none|Remington 870 Riot shotgun with wooden stock]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|450px|Remington 870 Police Magnum customized with extended magazine tube - 12 Gauge (credit to [[User:Predator20|Predator 20]])]]‎&lt;br /&gt;
&lt;br /&gt;
==FN Tactical Police==&lt;br /&gt;
The Tactical Weapons Bundle added an [[FN Tactical Police]] shotgun to the multiplayer Factions mode. The Tactical Police kills an enemy with two shots to the body at medium distances.&lt;br /&gt;
[[Image:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police Shotgun - 12 gauge]]&lt;br /&gt;
[[File:TLOUTS1.jpg|thumb|none|right|600px|The player aims his shotgun in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shorty&amp;quot;==&lt;br /&gt;
This compact shotgun appears vaguely similar to the 'Pistole' weapon of the ''Uncharted'' series. It's similar in size to a [[Serbu Super Shorty]] (which appears to be the Mossberg version due to the thumb safety on top), however it is semi-automatic and fed by a detachable box magazine similar to that on a [[Hawk shotgun series|Hawk detachable-magazine shotgun]]. Recoil is realistically extremely harsh and it has an abysmal range. It can only hold two rounds in its stock configuration. Found midway into the game, it is implied to be the personal weapon of 'Ish.' The player has multiple opportunities to retrieve the weapon if missed initially, and it is sporadically seen carried by enemies to the end of the game. It is classified as pistol-type weapon in the game and can replace the standard handguns in multiplayer.&lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the shorty departs from the Serbu Shorty/Hawk Type 97 hybrid by giving the custom shotgun an external hammer and wooden fore end, extending the design.&lt;br /&gt;
&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
[[Image:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off Double Barreled Shotgun==&lt;br /&gt;
A double-barrel shotgun is available as a purchasable in multiplayer. Its been shortened and the grip is wrapped with electrical tape. It's portrayed as being similar to the &amp;quot;Shorty&amp;quot; shotgun, taking two shots to put down a player even at point-blank range.&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Witness Protection==&lt;br /&gt;
A piece of concept art in the game shows Joel with what appears to be the taped up grip of a [[Remington Model 870|Remington 870 &amp;quot;Witness Protection&amp;quot;]] slung across his back.&lt;br /&gt;
[[Image:Remingt870WitProt Eli.jpg‎ |thumb|none|400px|Remington 870 &amp;quot;Witness Protection&amp;quot; Short Shotgun - 12 gauge. This is the actual screen gun used by [[Denzel Washington]] in ''[[The Book of Eli]]''.]]&lt;br /&gt;
[[File:TLoU-Concept-Shotgun.jpg|thumb|none|600px|The grip of the Remington 870 can be seen over his left shoulder.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4]] is the only assault rifle found in the game. It is first seen in the prologue in the hands of a U.S. Army soldier and then in first level as the standard rifle of the FEDRA soldiers. Ramirez, a FEDRA soldier is armed with a M16A4 when catching Joel, Tess and Ellie outside the quarantine zone. The M16A4 would not appear again until later at the end of the game equipped by the Fireflies. With a collapsible buttstock and fully-automatic capability, it is essentially an M16A4 upper receiver on an [[M4A1]] lower receiver. It is equipped with an LMT rear sight, KAC M5 quad rail handguard with rail covers and a CAA FVG5 foldable vertical foregrip that oddly doubles as a flashlight in the game. It is the last weapon that Joel acquires in the game and cannot be customized. It is a very accurate and high rate of fire weapon but as with most of the weapons in ''The Last of Us'', ammunition for it is scarce. It serves as a late-game purchasable in MP.&lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the M16A4 now lacks the CAA FVG5 foldable vertical foregrip and a small Surefire like flashlight is fitted under the gas block.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO. This is the standard USMC style setup.]]&lt;br /&gt;
[[File:LoUM42.jpg|thumb|none|600px|FEDRA Soldiers holding their rifles on infected civilians.]]&lt;br /&gt;
[[File:TLoU-M16-Military.jpg|thumb|none|600px|Soldiers with M16A4s. Note the CAA foregrips emitting light as if they were flashlights.]]&lt;br /&gt;
[[File:LoUM4.jpg|thumb|none|600px|Pre-release screenshot of Joel with an M16A4 on the table next to him. In the final game, it's replaced by a Winchester Model 70.]]&lt;br /&gt;
[[File:LoUM43.jpg|thumb|none|600px|Tommy, on the right, has an M16A4 slung on his back. This, too, was replaced with a Winchester in the final game.]]&lt;br /&gt;
[[File:Lastofus1.jpg|thumb|none|600px|Joel with the M16A4 near the end of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] is acquired by Joel early on in the game. When first acquired the weapon has a maximum ammunition capacity of one, forcing the player to rack the bolt back and load a new cartridge into the chamber after each shot. However, confusingly, when the magazine capacity is increased, the number of rounds inside the weapon increases, but the ROF upgrade functionally changes the weapon from a bolt-action sniper rifle to a semi-automatic sniper rifle, with the bolt only touched during reloads. A scope can be added onto the weapon for increased zoom (of which the player can choose to use the third person perspective or optical zoom). This is also the first weapon that Ellie is given by Joel and is prominently used by her during the winter section. It's a standard weapon unlocked early on in multiplayer, always scoped.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pre64WinModel70.jpg|thumb|none|450px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[Image:lastofus1920wp.jpg|thumb|none|right|600px|Ellie with her Winchester in a promotional photo.]]&lt;br /&gt;
[[File:Lastofus5.jpg|thumb|none|right|600px|Ellie holds a Winchester Model 70.]]&lt;br /&gt;
[[File:Lastofus7.jpg|thumb|none|right|600px|Tommy and Maria hold Winchester Model 70s.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 700 BDL (Remake)===&lt;br /&gt;
The Winchester Model 70 is replaced with the Remington Model 700 BDL in ''The Last of Us Part I'' remake and notably after upgrading the magazine capacity, the rifle appropriately behaves as a bolt-action rifle when cycling new rounds after firing. The rifle model is more or less similar to the Hunting Rifle in ''[[The Last of Us Part II]]'' by default and is customizable. &lt;br /&gt;
[[File:Remington 700 bdl.jpg|thumb|none|450px|Remington 700 BDL - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The &amp;quot;Military Sniper&amp;quot; is a bolt-action rifle used by an antagonistic survivor in the campaign and briefly by Joel in a set-piece event. It appears to be an [[Accuracy International Arctic Warfare Magnum]], but has a pistol grip instead of the AWM's thumbhole stock style, making its shape resemble that of the [[ORSIS T-5000]]. It has unlimited ammunition. Its sight has two levels of magnification and it kills with a single shot.&lt;br /&gt;
&lt;br /&gt;
The weapon plays a more prominent role in multiplayer as one of the last purchasable unlocks. Despite being the exact same rifle seen in the campaign and being reloaded like a bolt-action, it fires semi-automatically in multiplayer. Headshots will dramatically execute enemy players instead of simply downing them.&lt;br /&gt;
[[Image:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|450px|Accuracy International AWM - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TLOUMR2.jpg|thumb|none|right|600px|Joel take aim with the Military Sniper.]]&lt;br /&gt;
[[File:TLOUMR1.jpg|thumb|none|right|600px|The player holds the Sniper in &amp;quot;factions&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1A==&lt;br /&gt;
Tommy uses his [[Springfield M1A]] from ''Part II'' during the battle at the ranch.&lt;br /&gt;
[[File:Springfield M1A.jpg|thumb|none|450px|Springfield M1A - .308 Winchester. Note the notch where the fire selector would be.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
The [[Ruger Mini-14]] in a black fiberglass stock, 30-round magazine, and outfitted with a Butler Creek folding stock is seen in one cutscene wielded by Ethan and a fellow Firefly soldier. The rifle cannot be used by Joel. In multiplayer, it appears as a usable weapon called the &amp;quot;Semi-Auto Rifle&amp;quot; and is a very common weapon, where it can also be suppressed and has a scoped version.&lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the Ruger Mini-14 is now in a black inline fiberglass stock, which is the same model taken from ''[[The Last of Us Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|450px|none|Custom Ruger Mini-14 with aftermarket folding stock, sniper scope and muzzle brake - .223 Remington]]&lt;br /&gt;
[[File:TLOUSAR1.jpg|thumb|none|right|600px|The player fires his Semi Auto Rifle.]]&lt;br /&gt;
[[Image:Ruger Mini-14 black.jpg|thumb|none|450px|Black Ruger Mini-14 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M48 Yugoslavian Mauser==&lt;br /&gt;
In ''The Last of Us Part I'' remake, Hunters and hostile survivors use [[M48 Yugoslavian Mauser]] rifles. They are unusable by the player. During the cutscene prior to confronting the Hunters, Joel picks up a M48 Yugoslavian Mauser and hands it to Ellie to cover him, replacing the Winchester Model 70 from the original game.&lt;br /&gt;
[[Image:M48-Yugo-Mauser.jpg|thumb|none|450px|Yugoslavian M48 Mauser - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Variable Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Variable Rifle&amp;quot; appears to be a .308 AK-type rifle with a thumb-hole stock and wooden furniture. It is similar to Russian AK-based hunting rifles like the [[Molot Vepr|Vepr]] or the [[Saiga 308|Saiga]], with front sights and barrel from another variation of Vepr. It was added in the Treacherous Territories DLC, exclusively for multiplayer.&lt;br /&gt;
[[Image:Vepr-308 Carbine.jpg|thumb|none|450px|Vepr-308 hunting carbine - 7.62x51mm (.308 Win)]]&lt;br /&gt;
[[File:Saiga-308-2.jpg|thumb|450px|none|Saiga 308-1 Isp. 21 (САЙГА 308-1 ИСП. 21) - 7.62х51mm NATO]]&lt;br /&gt;
[[File:VPO-212-01.jpg|thumb|none|400px|Molot VPO-212-01 - .366TKM]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Burst Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Burst Rifle&amp;quot; is one of the long arms in the Factions multiplayer mode. In terms of basic shape, it resembles a compact AK-type weapon. It seems to be a homemade weapon, as its receiver has an assortment of metal plates crudely bolted to it. It has a magazine release and box magazine somewhat resembling that of a FAL, has a side-folder skeleton stock and a short muzzle. It has a small capacity and fires in bursts, and a scoped version is available.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|Converted AKM pistol - 7.62x39mm]]&lt;br /&gt;
[[File:TLOUBR1.jpg|thumb|none|right|600px|The player holds the Burst Rifle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Full-Auto Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Full-Auto Rifle&amp;quot; is visually very similar to the &amp;quot;Burst Rifle&amp;quot;, and was added in an update to the Factions multiplayer. It has an AR-type carry handle, no stock, AK-styled rear ladder sights, and a larger AK-styled magazine, making it more clearly resemble an AK-type weapon. A scoped version is available.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|Converted AKM pistol - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Galil SAR==&lt;br /&gt;
The &amp;quot;Specter,&amp;quot; a [[Galil SAR]] with a suppressor, is only available in multiplayer. It has a higher rate of fire than the other automatic weapons. It was added with the &amp;quot;Grounded&amp;quot; DLC.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TLOUSPEC1.jpg|thumb|none|right|600px|The player open fire with the Specter in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The &amp;quot;Frontier Rifle&amp;quot; is the only lever-action rifle in the game and is unlocked by buying the Tactical Weapons Bundle. It is a compact version of the [[Marlin Model 1894]] with a modern peep hole sight and enlarged lever loops. It can take down an enemy with two shot in the body. &lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Modern Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
[[File:TLOUFR1.jpg|thumb|none|right|600px|The player take aim with the Frontier Rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]] heavy machine guns are seen on Humvees.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:TLoU-M2HB.jpg|thumb|none|600px|An M2-armed Humvee in the Boston QZ.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240C==&lt;br /&gt;
A number of abandoned Bradley infantry fighting vehicles in various conditions can be seen in Pittsburgh and Salt Lake City. Visible sticking out of the turret is the barrel of a low-detail [[M240C]] coaxial machine gun. In the remake, the Bradleys are replaced with the M1 Abrams tanks seen in ''Part II'', though these too feature an M240C coaxial gun.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|401px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TLoU-M240.jpg|thumb|none|600px|The M240C beside the main gun. Also note that the Bradley seems to have been modeled with a tank gun similar to the 75mm gun of the M4 Sherman, rather than the correct [[M242 Bushmaster]] chain gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Last of Us, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:The_Last_of_Us_Part_II&amp;diff=1605233</id>
		<title>Talk:The Last of Us Part II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:The_Last_of_Us_Part_II&amp;diff=1605233"/>
		<updated>2023-08-24T17:40:12Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: Spartan198 moved page Talk:The Last of Us Part II to Talk:Last of Us Part II, The over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Concept art guns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:The Last of Us Part II deagle.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK type rifle==&lt;br /&gt;
[[File:The Last of Us Part II ak.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Unknown AR-15 variant==&lt;br /&gt;
[[File:The Last of Us Part II ar15.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Getting started==&lt;br /&gt;
So far confirmed weapons are the Beretta, a revolver, M870, Remington 700, and bow. I'm not 100% on the revolver ID as we have no gameplay with it, but I think it's supposed to be the same revolver from the first game (I'm assuming anyway). No good shots of the Remington 870 either. All the stuff I have is official screenshots and screenshots from gameplay demos. I'll add more once the game comes out. I'm also going to wager this game, like many current generation titles, will have a photo mode that will come in handy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 00:43, 14 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Jessie's Rifle ==&lt;br /&gt;
&lt;br /&gt;
I believe Jessie's Rifle is a Marlin Lever Action Rifle though I may be mistaken can anyone confirm?--[[User:Balin21|Balin21]] ([[User talk:Balin21|talk]]) 10:17, 26 June 2020 (EDT)&lt;br /&gt;
:Haven't had a good luck at it, but it looks like a Marlin 1895. Also Dina's rifle is weird- for some reason it reminds me of a Ruger PC Carbine with wood furniture and a large caliber magazine. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:39, 27 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Silenced SMG==&lt;br /&gt;
Nanomat said in his edit summary that it looked like an MPX, but I'm pretty sure it's an MP5.&lt;br /&gt;
[[File:TLoU2-Silenced-SMG.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:00, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I was wondering about the gun's rear end and now that you mentioned it, it looks like an MP5 rear. But the handguard is not something I've seen being used on MP5s so maybe a hybrid? I guess we'll need to wait for a better image. BTW here is a [https://gamewith.net/the-last-of-us-2/article/show/19491 somewhat clearer pic], it doesn't look like anything I've seen. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:21, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[http://i.ytimg.com/vi/23VAywQpUQM/maxresdefault.jpg Here.] While the rear looks like an MP5, most of the remaining parts are clearly those of an MPX. Note the overall shape, magwell, ambi bolt catch, ejection port, and cutout behind it for the telescoping stock. Some parts have been fictionalized, such as the handguard, and the charging handle is depicted on the ejection port rather than the rear of the weapon (resulting in the stock's cutout being shortened). I'll help with other details needed regarding the MPX when we get detailed screenshots of the in-game gun. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:47, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yep, I think it is meant to emulate the [https://forum.escapefromtarkov.com/topic/18667-screenshots-of-the-sig-mpx-submachine-gun/ one from Tarkov] which itself appears to be based on this [https://www.recoilweb.com/preview-sig-sauer-mpx-next-gen-sub-gun-73315.html one here] but I guess you Ninja have more expertise on the MPX. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:26, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I vote +1 for MPX. As you've probably noticed, many weapons in this game are not modeled 100% after the real thing and I'm mostly IDing guns based on what they most closely resemble. I haven't progressed far enough into the story to get my hands on the SMG but what I see here reminds me mostly of the MPX rather than an MP5. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:56, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==O/U Shotgun==&lt;br /&gt;
It looks more like a Stoeger Condor Outback to me. https://www.stoegerindustries.com/sites/default/files/styles/model_hover_large/public/originals/product-firearms/condor-outback-shotgun_0.png?itok=aQ6gBw2X The blued frame, the cut out on the top of the fore-arm, short barrels and all just look closer to an Outback. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 09:47, 8 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dina's Rifle ==&lt;br /&gt;
&lt;br /&gt;
What does this rifle look like to you guys? &lt;br /&gt;
&lt;br /&gt;
[[File:TLOUPartIIDinaRifle.jpeg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
I mentioned above it reminds me of a Ruger PC Carbine scaled up and with wooden furniture. The magazine reminds me of the one used on the [[Kbsp wz. 38M]]. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:39, 11 July 2020 (EDT)&lt;br /&gt;
:I don't know where Ruger can be seen here. Looks like some kind of freak BAR Safari/Remington Model 8, if I were to guess. The release of the magazine is clearly from AK. And in general, something strange is happening to the receiver. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 15:23, 11 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
The entire thing looks indeed like a &amp;quot;legally pristine&amp;quot; attempt at the Kbsp wz. 38M though the handguard might be recycled from Jesse's Marlin? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:24, 11 July 2020 (EDT)&lt;br /&gt;
:Indeed, it is ''frighteningly'' similar. Who knows what they were thinking? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:22, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
My first thought was an FN FNAR. It has similar lines and the same charging handle slot in the receiver, just the lack of a magazine well. --[[User:Fisto RLTW|Fisto RLTW]] ([[User talk:Fisto RLTW|talk]]) 20:47, 14 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
I remembered where I saw it. Do not ask, what the heck: [https://avatars.mds.yandex.net/get-zen_doc/1591494/pub_5de66cde92414d00b1cb3714_5de66e18aad43600b1def8ca/scale_1200]. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:57, 30 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyway, I believe this is directly based on all those rare MTs/IZh rifles. Another example is MC-551: [https://shotguncollector.files.wordpress.com/2014/11/d0bcd186551-d181d0bfd180d0b0d0b2d0b0.jpg?w=1024&amp;amp;h=247], [https://shotguncollector.files.wordpress.com/2014/11/1-001-5.jpg?w=743&amp;amp;h=317]. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:27, 3 August 2020 (EDT)&lt;br /&gt;
:That looks like it could be it! However, what are the chances of coming across one of those in the United States? [[User:Fisto RLTW|Fisto RLTW]] ([[User talk:Fisto RLTW|talk]]) 19:30, 17 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hybrid DA/SA pistol==&lt;br /&gt;
Abby briefly uses this handgun during the theater confrontation, and I believe it is seen in the holsters of some NPCs as well. To me it looks like a cross between a Ruger P94 and a SIG P226R.&lt;br /&gt;
&lt;br /&gt;
What do you guys think? --[[User:Fisto RLTW|Fisto RLTW]] ([[User talk:Fisto RLTW|talk]]) 21:36, 14 July 2020 (EDT)&lt;br /&gt;
[[File:TLOUPartIIHybridDAPistol1.jpeg|thumb|none|600px|]]&lt;br /&gt;
[[File:TLOUPartIIHybridDAPistol2.jpeg|thumb|none|600px|]]&lt;br /&gt;
:I can definitely see the Ruger and P226 influence, though it also gives me Beretta Cougar vibes for whatever reason. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 23:44, 14 July 2020 (EDT) P.S.: By the way, it's &amp;quot;SIG&amp;quot;, not &amp;quot;Sig&amp;quot;, since it's an acronym for &amp;quot;Schweizerische Industrie Gesellschaft&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Fixed. It's like Naughty Dog can't decide on what gun to use so they just blend elements of different ones together! --[[User:Fisto RLTW|Fisto RLTW]] ([[User talk:Fisto RLTW|talk]]) 23:52, 14 July 2020 (EDT)&lt;br /&gt;
:Good catch, I thought Abby was just using another &amp;quot;Military Pistol&amp;quot; in this section- there weren't any combat encounters, so I didn't look at her weapons too hard. I love Naughty Dog games, especially the ''Uncharted'' series, but they've never been particularly big on accurately modeling or animating guns, or picking weapon selections that make sense for that matter. Just look at the pages we have here for the ''[[Uncharted]]'' series and you'll see. ''[[Uncharted 4]]'' was pretty bad with the weird hybrid guns. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 19:39, 17 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ellie's revolver  ==&lt;br /&gt;
&lt;br /&gt;
Having been editing ''The Last of Us'' recently with the ''Part I'' edition just reminded me of The Last of Us Part II Extended Commercial where Ellie is seen holding a Smith &amp;amp; Wesson Model 10HB or Model 13 near the end of the video. If anyone would like to post the picture that would be cool. This gun makes a cameo in the prologue of ''The Last of Us Part I'' remake Joel and Tommy wield. Since this gun is only featured in this video, does it belong on the main page? What do you think? - MrJDK9412 (talk 02:50 3 September 2022 (AEST)&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Last_of_Us_Part_II&amp;diff=1605231</id>
		<title>The Last of Us Part II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Last_of_Us_Part_II&amp;diff=1605231"/>
		<updated>2023-08-24T17:40:12Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: Spartan198 moved page The Last of Us Part II to Last of Us Part II, The over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Last of Us Part II&lt;br /&gt;
|picture = TLOUPartIICoverArt.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|series = ''The Last of Us''&lt;br /&gt;
|developer= Naughty Dog&lt;br /&gt;
|publisher= Sony Interactive Entertainment&lt;br /&gt;
|date= 2020&lt;br /&gt;
|platforms= PlayStation 4&lt;br /&gt;
|genre= Action-adventure&amp;lt;br&amp;gt;Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''The Last of Us Part II''''' is an action-adventure survival horror game developed by Naughty Dog and sequel to 2013's ''[[The Last of Us]]''. &lt;br /&gt;
&lt;br /&gt;
Five years after the events of the first game, Ellie (portrayed by [[Ashley Johnson]]) and Joel are enjoying a peaceful life among a community of survivors in Jackson, Wyoming. However, this peace is shattered by an act of brutal violence that spurs Ellie to journey to the ruins of Seattle, Washington in order to seek justice and vengeance. &lt;br /&gt;
&lt;br /&gt;
The sequel features many of the gameplay concepts from the first game, such as scarce and precious ammo, using stealth to outmaneuver enemies, and crafting improvised weapons using scavenged materials. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''The Last of Us Part II'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=  &lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
A [[Beretta 92FS Inox]] with wooden grips serves as Ellie's primary handgun, known simply as &amp;quot;Semi-Auto Pistol&amp;quot;. It is something of a hybrid design, as it sports a rounded trigger guard like an older Beretta 92/92SB, and also a frame-mounted safety like a Taurus PT92 or original Beretta 92. These two features could also have been inspired by the new 92X, which incorporates both of those retro designs. &lt;br /&gt;
A new feature allows Ellie to craft an improvised suppressor out of a water bottle. This ad-hoc suppressor will, rather understandably, only function for a limited number of shots before breaking. It starts with a paltry 6 round magazine capacity, which can be upgraded to hold 10 rounds. However, this is still short of the 92FS' standard 15 round magazine capacity. A standard black Beretta is frequently used by survivors.  &lt;br /&gt;
[[Image:Beretta_92FS_Inox_wood_grips.jpg|thumb|none|350px|American Made Beretta 92FS Inox with wood grips - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIBeretta-1.jpg|thumb|none|600px|The 92FS being examined by Ellie at a workbench. Note the wooden grips and the trademark of the fictional manufacturer &amp;quot;Nicotera&amp;quot; on the slide.]]&lt;br /&gt;
When fitted with the Stability upgrade, the wooden grips are replaced by a pair of standard black grips. &lt;br /&gt;
Also, fitting the Fire Rate upgrade will replace the standard Inox controls and hammer with blued parts. Funnily enough, the default pistol has a Beretta skeletonized hammer, and upgrading the pistol replaces it with the standard solid factory hammer. &lt;br /&gt;
A compensator is also available to decrease recoil. &lt;br /&gt;
[[File:USAMade92FSInox.jpg|thumb|none|350px|American made Beretta 92FS Inox, note the black controls (slide release, thumb safety, safety switch, hammer, magazine release button, rear sight, trigger), magazine bottom plate, grip, and Allen/hex grip screws distinguishing it from the Italian 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIBerettaBlackGrip.jpeg|thumb|none|600px|Ellie trades the wooden grip for something more modern. In this image, the Beretta has also been fitted with the Extended Magazine upgrade. While the magazine looks to be a 20-rounder, it only allows for a capacity half that.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is carried by Dina and Jesse as their sidearm. Some hostile survivors also carry one.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|350px|Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TLOUPartIIHiPowerThing.jpeg|thumb|none|600px|Dina holds her Browning Hi Power pistol. The strongest resemblance to the Hi Power is most evident in the slide and ring hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A [[Colt M1911A1]] with a blue grip is used by Manny.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|World War II Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:TLOUPartIIM1911.jpeg|thumb|none|600px|Manny in cover with his 1911.]]&lt;br /&gt;
[[File:tlou2 wolf 1911.jpg|thumb|none|600px|The 1911 in the model viewer. Notice the &amp;quot;Wolf&amp;quot; markings.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Military Pistol&amp;quot;==&lt;br /&gt;
Abby's sidearm of choice is a polymer-framed pistol that appears to mostly be a hybrid of a [[Glock 17]], a [[Steyr M pistol series|Steyr M-series pistol]], and a [[Caracal F]]. Stat-wise, it is identical to Ellie's Beretta, and has the same upgrades; this includes the puny 6-round magazine that can be upgraded to 10 rounds. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|4th Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[File:CaracalF.jpg|thumb|none|350px|Caracal F - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartII MilitaryPistol-1.jpeg|thumb|none|600px|The basic &amp;quot;Military Pistol&amp;quot;.]]&lt;br /&gt;
[[File:TLOUPartIIMilitaryPistol Supressed.jpeg|thumb|none|600px|The &amp;quot;Military Pistol&amp;quot; fitted with an improvised (and unrealistically effective) suppressor composed of a rag, a plastic soda bottle, and some duct tape. Given that the pistol's barrel doesn't protrude past its slide, it isn't particularly clear what part of the gun this suppressor is actually attached to.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 66==&lt;br /&gt;
The [[Taurus Model 66]] revolver returns from the first game, again under the simple moniker of &amp;quot;Revolver&amp;quot;. It starts with a short barrel that appears to be around 2.5&amp;quot;, but can be fitted with a longer barrel that increases damage. The Model 66 is also used by Joel and some hostile survivors. Abby briefly uses the revolver in Santa Barbara. &lt;br /&gt;
[[Image:66B4.jpg|thumb|none|right|350px|Taurus Model 66 - .357 Magnum]]&lt;br /&gt;
[[File:TLOUPartII Taurus-1.jpeg|thumb|none|600px|The stock Model 66 at the workbench. It was apparently made by &amp;quot;Gator International Manufacturing&amp;quot; and is a &amp;quot;Model 924&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Center Arms Contender==&lt;br /&gt;
The [[Thompson Center Arms Contender]] appears as the &amp;quot;Hunting Pistol&amp;quot;. It is one of the few weapons that has craftable ammunition, which apparently only require a &amp;quot;blade&amp;quot; and &amp;quot;explosive&amp;quot; to manufacture.  &lt;br /&gt;
[[File:ThompsonCenterContender.jpg|thumb|400px|none|Thompson Center Arms Contender - .45-70]]&lt;br /&gt;
[[File:Abby Examining the Hunting Pistol cropped.jpg|thumb|600px|none|Abby examining the pistol at a workbench.]]&lt;br /&gt;
[[File:TLOUPartIIUpgradedContender.jpeg|thumb|600px|none|An upgraded Contender. This has pistol has been fitted with the Stability upgrade, which replaces the synthetic grips with wooden ones, and a 4x scope.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R/Ruger P-series Hybrid==&lt;br /&gt;
After losing her backpack and all of her weapons, Abby briefly uses a pistol that appears to be a mixture of a [[SIG-Sauer P226R]] and a [[Ruger P-series pistol]]. Some hostile survivors also carry one.&lt;br /&gt;
[[File:P226R.jpg|thumb|350px|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:P89.jpg|thumb|350px|none|Ruger P89 - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIHybridDAPistol1.jpeg|thumb|600px|none|Abby holding the pistol. The safety/decocker, sights, hammer, and slide stop appear to be from a Ruger P-series, and the frame resembles that of a&lt;br /&gt;
SIG-Sauer P226R.]]&lt;br /&gt;
[[File:TLOUPartIIHybridDAPistol3.jpeg|thumb|600px|none|The hybrid handgun on the ground after Ellie killed its previous owner and scavenged its ammunition.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A modified [[SIG-Sauer MPX]] appears as the &amp;quot;Silenced Submachine Gun&amp;quot; which Ellie manages to fight off of a member of the Rattlers, a gang of raiders inhabiting Santa Barbara, California. It is the final weapon to be found and the only fully automatic weapon in the game. It cannot be upgraded. As part of a running theme, it holds 20 rounds despite being modeled with a 30-round magazine. Other Rattlers use the MPX as well. Its appearance in the setting of the game is rather unlikely as the MPX was revealed to the public at SHOT Show in January 2013 and was released in 2015, while the fungal pandemic that destroyed civilization began in September 2013. The weapon has an MPX Gen 1's Picatinny rail and an MPX Gen 2 style ejection port.&lt;br /&gt;
&lt;br /&gt;
Highly effective for both stealth and combat, the MPX boasts a high rate of fire coupled with a suppressor that does not degrade. &lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:Ellie with Submachine Gun.jpg|thumb|none|600px|Ellie with the MPX.]]&lt;br /&gt;
[[File:TLoU2-Silenced-SMG.jpg|thumb|none|600px|Ellie aims the MPX at one of the Rattlers (credited as &amp;quot;Large Rattler&amp;quot; in the game) who made the unfortunate mistake of trying to capture her.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Double Barreled Shotgun O/U==&lt;br /&gt;
A shotgun that resembles a [[12_Gauge_Double_Barreled_Shotgun#Over_and_Under_Shotgun_(O/U)|Baikal MP-27M-1C O/U]] is available for Abby to use. Unlike Ellie's Remington, this shotgun can fire incendiary ammunition that can also be crafted. &lt;br /&gt;
[[File:Baikal-7.jpg|thumb|none|450px|Baikal MP-27M-1C O/U - 12 gauge]]&lt;br /&gt;
[[File:Abby with Over Under Shotgun.jpg|thumb|none|600px|Abby firing the O/U Shotgun with incendiary rounds.]]&lt;br /&gt;
[[File:TLOUPartIIOverUnder-1.jpeg|thumb|none|600px|(Most of) the Over-Under shotgun at a work bench.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun Side by Side==&lt;br /&gt;
A side-by-side [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] occasionally shows up in the hands of Seraphites, a hostile primitivist cult that inhabits Seattle. Shotgun shells can be collected from fallen weapons, but the guns themselves cannot be used. Abby, however, briefly uses a double-barreled with sawed-off barrels in Santa Barbara.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg‎|thumb|none|450px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:TLOUPartIIDoubleBarrel-1.jpeg|thumb|none|600px|A double-barreled shotgun on the ground. It features two triggers that are a bit too close to each other.]]&lt;br /&gt;
[[File:TLOUPartIIDoubleBarrel-2.jpeg|thumb|none|600px|Abby trades the over-under shotgun for the side-by-side variety.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A [[Remington 870]] with a sawed-off stock and barrel acts as Ellie's primary shotgun. A full-sized Remington 870 is used by Joel. The sawed-off variety is encountered in the hands of hostile survivors. Manny can also be seen with one when he helps Abby find Owen.&lt;br /&gt;
[[File:Remington870PoliceSawn-off.jpg|thumb|none|450px|'''Photoshopped''' Remington 870 Police Magnum with a sawed-off stock - 12 gauge]]&lt;br /&gt;
[[File:TLOUPartIIM870--1.jpg|thumb|none|600px|Ellie clears a house with her Remington 870 during a gameplay demo.]]&lt;br /&gt;
[[File:TLOUPartIIM870-2.jpeg|thumb|none|600px|Ellie's sawed-off Remington at a workbench. This shotgun is apparently a &amp;quot;Westcott 6&amp;quot;, &amp;quot;Model 924&amp;quot;, like the Taurus.]]&lt;br /&gt;
[[File:Remington_870_Express_Tactical_(factory).jpg|450px|thumb|none|Remington 870 Express Tactical with synthetic furniture and factory-extended 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:TLOUPartII M870fullsized.jpeg|thumb|none|600px|Joel aims his shotgun at infected.]]&lt;br /&gt;
[[File:TLoU2-Remington870-Rattlers.jpg|thumb|none|600px|A full-size Remington 870 previously used by a Rattler.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
The suppressed [[Galil SAR|IMI Galil SAR]] is snatched from the Rattler armory by one of the prisoners Ellie inadvertently freed.  It can't be used in-game.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:THE LAST OF US 2 All Prisoner with IMI Galil cropped.jpg|thumb|none|600px|The prisoner closest to Ellie with the IMI Galil.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
Jesse carries a [[Marlin Model 336]] as his long gun of choice.&lt;br /&gt;
[[Image:MarlinModel336A.jpg‎|thumb|none|450px|Marlin 336A Carbine - .30-30 Carbine]]&lt;br /&gt;
[[File:TLOUPartIIMarlin.jpeg|thumb|none|600px|Jesse takes aim with his Marlin during a shootout with Washington Liberation Front militiamen.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr==&lt;br /&gt;
An AK-style rifle in a configuration strongly resembling that of the [[Molot Vepr]] appears as the &amp;quot;Semi-Auto Rifle&amp;quot;. It is used exclusively by Abby, who is issued one at the beginning of the chapter &amp;quot;The Stadium&amp;quot;. The rifle is fitted with a 10 round magazine by default that holds 9 rounds and can also be upgraded to fire in 3-round bursts, supposedly achieved by &amp;quot;modify[ing] the trigger&amp;quot;. The Vepr in ''Part II'' is visually almost identical to the &amp;quot;Variable Rifle&amp;quot; from the first game's Factions mode.&lt;br /&gt;
[[File:Vepr-308 Carbine.jpg|thumb|none|450px|Vepr-308 hunting carbine - 7.62x51mm (.308 Win)]]&lt;br /&gt;
[[File:VPO-212-01.jpg|thumb|none|450px|Molot VPO-212-01 - .366TKM]]&lt;br /&gt;
[[File:Saiga 12k tactical.jpg|thumb|none|450px|Saiga-12K Tactical - 12 gauge]]&lt;br /&gt;
[[File:TLOUPartIISemiAutoAK.jpeg|thumb|none|600px|A WLF trooper on duty with a Vepr. The game's Vepr features a front sight and barrel from the &amp;quot;alternative&amp;quot; Vepr line (and the latter is taken from the .366 TKM version due to the shape), and a vented handguard from a [[Saiga shotgun series|Saiga Tactical]].]]&lt;br /&gt;
[[File:TLoU2-Abby-Rifle-Upgraded.jpg|thumb|none|600px|The fully upgraded Vepr.]]&lt;br /&gt;
[[File:TLOUPartIIUpgradedVepr.jpeg|thumb|none|600px|Abby aims an upgraded Vepr. The rifle has been fitted with both the Stability and Burst Fire upgrades, which replace the stock and handguard, respectively, with synthetic parts. The Extended Magazine upgrade is also applied, which fits the Vepr with a 20 round 5.45mm AK magazine that holds 12 rounds. Also note the red markings on the fire selector, indicating the rifle can now be toggled between semi and burst fire modes. As the Vepr is a semi-automatic rifle with a two-position fire selector, it seems adding the burst fire mode has replaced the safety!]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
The [[Remington 700]] appears as the &amp;quot;Bolt-Action Rifle&amp;quot;. As with the [[Winchester Model 70]] in ''The Last of Us'', it starts out with iron sights but can be fitted with a sniper scope. Unlike in the first game, the weapon's action is now correctly cycled after each shot. It starts with a 3 round capacity but can be upgraded to use a detachable magazine that holds 6 rounds and speeds up the reload time.&lt;br /&gt;
[[File:Remington700CDL.jpg|thumb|none|450px|Remington Model 700 CDL - .300 Win Mag]]&lt;br /&gt;
[[File:TLOUPart2R700-1.jpg|thumb|none|600px|Ellie with the Remington 700 at a workbench.]]&lt;br /&gt;
[[File:TLOUPart2R700-2.jpg|thumb|none|600px|The rifle fitted with a scope as Ellie closes the action.]]&lt;br /&gt;
[[File:TLOUPart2R700-3.jpg|thumb|none|600px|An official artwork of Ellie with the Remington 700.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
A rifle that heavily resembles the [[Ruger Mini-14]] with green synthetic furniture is frequently used by members of the Washington Liberation Front, a hostile militia that occupies Seattle. Despite their semi-automatic, detachable magazine-fed nature being an upgrade over her bolt-action Remington, Ellie cannot use these rifles though she can obtain the ammo from them for her Remington 700. &lt;br /&gt;
[[Image:Ruger-Mini-14.jpg|thumb|500px|none|Blued Ruger Mini-14 Standard Model Semiautomatic Rifle (Pre-2005) with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:TLOUPartIIMini14-1.jpeg|thumb|none|600px|The Mini-14ish rifle next to its deceased former user. The main differences in design are the sights, lack of heat shield, different barrel design, and the placement of a charging handle under the right side of the action. It also appears to be using 20 round magazines. Also, note that this rifle appears to have 3 different iron sights- a rear sight, front sight, and what appears to be an adjustable [[AK-47|AK]]-style rear sight between them.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
Tommy uses a scoped rifle based on the Mini-14 above, but with wooden furniture and a flash hider that gives it a strong resemblance to the [[Springfield Armory M1A]]. It is used by Ellie in a flashback to snipe infected. In a nice touch, Ellie has to actually compensate for bullet drop due to the much longer distances at which she's shooting. Tommy is later seen using this rifle in Seattle, but it is knocked out of his hands into the ocean and lost while struggling with Abby. &lt;br /&gt;
[[File:Springfield M1A.jpg|thumb|none|450px|Springfield M1A - .308 Winchester. Note the notch where the fire selector would be.]]&lt;br /&gt;
[[File:TLOUPartIIM1A-1.jpeg|thumb|none|600px|Tommy with his rifle. Notably, the gas cylinder and barrel have swapped places, similar to a [[FN Model 1949]] rifle.]]&lt;br /&gt;
[[File:TLOUPartIIM1A-2.jpeg|thumb|none|600px|Tommy sights up some distant infected. This rifle retains many of the odd design cues of the Mini-14 based rifle, including the 3 iron sights. The action and placement of the charging handle give it some resemblance to the [[SVT-40]].]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Rifle==&lt;br /&gt;
This semi-auto rifle is used by Dina. It seems loosely based on rare high-end rifles based on the [[AK-74]] design, such as the MTs-551 and Baikal Izyubr. The magazine resembles the one seen on Medved-3 and Medved-4 carbines.&lt;br /&gt;
[[File:TLOUPartIIDinaRifle.jpeg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Bow==&lt;br /&gt;
Ellie can use a bow and arrow for silent takedowns of hostile survivors and infected. The bow in ''Part II'' can also use explosive arrows.&lt;br /&gt;
[[File:TLOUPart2bow-1.jpg|thumb|none|600px|Ellie prepares to let loose on a hammer-wielding cultist in a pre-release screenshot.]]&lt;br /&gt;
[[File:TLOUPartIIBow--2.jpg|thumb|none|600px|A prone Ellie lines up a shot on a hostile survivor.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Crossbow==&lt;br /&gt;
What appears to be a custom-built crossbow is Abby's equivalent to the bow and arrow.&lt;br /&gt;
[[File:TLOUPartIICrossbow.jpeg|thumb|none|600px|The custom crossbow at a workbench.]]&lt;br /&gt;
[[File:TLoU2-Crossbow-Upgraded.jpg|thumb|none|600px|The crossbow fully upgraded.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Flamethrower==&lt;br /&gt;
Abby can find a fictional flamethrower on the corpse of a long-dead FEDRA trooper in a hotel overrun by infected. Unlike the flamethrower in the previous game, this model appears to be a purpose-built weapon rather than a DIY job. It has some elements from the [[M2 Flamethrower]], most notably the front shield cap and ignition ring. &lt;br /&gt;
[[File:TLOUPartIIFlamethrower-1.jpeg|thumb|none|600px|Abby aims the flamethrower. She swears the building in the background was on fire when she arrived.]]&lt;br /&gt;
&lt;br /&gt;
= Unusable Weapons =&lt;br /&gt;
==AK-47==&lt;br /&gt;
An illustration of an [[AK-47]] is seen on the cover of a skill book found in Abby's chapters.&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 with laminated stock - 7.62x39mm]]&lt;br /&gt;
[[File:TLOUPartII AK47.jpeg|thumb|none|600px|''David Versus Goliath - A Comprehensive History of Guerrilla Warfare'' by Dr. Anna Orlov. The cover depicts an AK in the hands of what is presumably a Vietcong guerrilla based on the details and context of the book.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 1860==&lt;br /&gt;
The Tipsy Bison's sign in Jackson features two [[Henry 1860]] rifles.&lt;br /&gt;
[[Image:Henry.jpg|thumb|none|450px|Henry 1860 brass-frame - .44 Rimfire (RF)]]&lt;br /&gt;
[[File:TLoU2-Henry1860.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552/Heckler &amp;amp; Koch G36C Hybrid==&lt;br /&gt;
A survival magazine Ellie finds that unlocks additional skills features the &amp;quot;GX3-9&amp;quot; assault rifle from ''[[Uncharted 4]]'' on the cover. This hybrid rifle appears to be a mixture of the [[SG 552]] and [[G36C]] rifles. &lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[File:HKG36CEOTechsight.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with an attached EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:TLOUPartIIMagazinerifle.jpeg|thumb|none|600px|The camouflage lesson being taught here is disguising which European assault rifle is on the cover of this magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Abrams==&lt;br /&gt;
Ellie and Dina will happen upon several derelict M1A1 Abrams tanks throughout their time in Seattle. In addition to the prominent &amp;quot;FEDRA&amp;quot; markings, small USMC markings can also be seen on it. Ellie will comment that she's familiar with the M1, but has never seen one in action.&lt;br /&gt;
[[File:TLoU2-M1Abrams.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16-Type Rifles==&lt;br /&gt;
A mural at the stadium shows several Wolves with M16-type rifles.&lt;br /&gt;
[[File:TLoU-M16.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Rather oversized [[M18A1 Claymore]]s are rigged up as explosive trip mines throughout Seattle by the WLF. They are detonated when an attached tripwire is broken. Ellie can either avoid them or detonate them by shooting the mine or simply throwing a brick or bottle at it. &lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:TLOUPartIIClaymore.jpeg|thumb|none|600px|A Claymore lurking near an abandoned car.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
A muzzle-loaded naval cannon is seen as part of a display in the aquarium.&lt;br /&gt;
[[File:TLoU2-cannon.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Last of Us Part II, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:The_Last_of_Us&amp;diff=1605229</id>
		<title>Talk:The Last of Us</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:The_Last_of_Us&amp;diff=1605229"/>
		<updated>2023-08-24T17:39:50Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: Spartan198 moved page Talk:The Last of Us to Talk:Last of Us, The over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cool! ==&lt;br /&gt;
&lt;br /&gt;
Hopefully Naughty Dog will be able to make a decent Zombie/Survival/Horror game, unlike all those other suck-fest's in the genre since Resident Evil 3!&lt;br /&gt;
:Do you mean ''after'' RE3 or are you including RE3? What about Code Veronica? RE0? REmake? All were fantastic games in every way. [[User:Spartan198|Spartan198]] 21:36, 15 December 2011 (CST)&lt;br /&gt;
::Sorry, I meant 3 was the last really good one. I never played any of those &amp;quot;in between&amp;quot; RE's because they always seemed to be for some obscure system only. But these modern ones... RE5, Dead Island, etc... They're okay, just not the same. Dead Space came close... but in ''space''. I Am Alive probably won't happen and the next RE looks stu-pid. Naughty Dog usually does good work. I hope they can revive survival horror!&lt;br /&gt;
&lt;br /&gt;
::Well, Code Veronica X was on PS2, which isn't exactly an &amp;quot;obscure&amp;quot; console (in fact, it's the most successful game console ever made and calling it obscure is like calling the AR-15 rare). Code Veronica HD is also available for DL on PSN (not sure about Xbox Live) I wouldn't label the Gamecube (which REmake and RE0 are still exclusive to) as obscure either, really. And sign your posts by putting four tildes after it. (&amp;quot;~&amp;quot;) [[User:Spartan198|Spartan198]] 06:42, 23 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:::No, you're right. I don't know why I thought it was a such a hassle? Just go back and get a Gamecube whatever that is ;)  Oh and I never sign posts when I'm ragging on something as sacred as VGs!&lt;br /&gt;
&lt;br /&gt;
Dead Space isn't a zombie game, and there are quite a few zombie games that aren't &amp;quot;suck-fests&amp;quot; you just have bad taste, and if you're not going to sign your posts you might as well not post at all because post signing is mandatory here.[[User:Kornflakes89|Kornflakes89]] 17:29, 29 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:And not signing doesn't exactly make one's post anonymous... [[User:Acepeacemaker|Acepeacemaker]]! ;) [[User:Spartan198|Spartan198]] 01:46, 1 March 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::Report me Kornflakes. This isn't really a zombie game either. -ACE&lt;br /&gt;
&lt;br /&gt;
Yeah, from what I've seen to call this a zombie game would be like calling Fallout 3 a zombie game. It's a totally different animal. --[[User:K|K]] 13:55, 8 March 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::Zombies are written differently in just about everything they're featured in, you got the most common virus zombies, voodoo zombies, enhanced rabies strain zombies, nuclear radiation zombies (which does include the Fallout ghouls), zombies made from some asteroid landing on earth from outer space, zombies made from eating someones brains when if they have some special hormone, zombies that mutate into fat gassy things, zombies that mutate and become covered in boils then explode, zombies that become twice as large as any human, zombies that run, zombies that shamble towards you, and many other different types of zombies.&lt;br /&gt;
&lt;br /&gt;
It's like Batman, he's written differently depending on the person(s) writing him. [[User:Kornflakes89|Kornflakes89]] 04:56, 15 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
This game reminds of &amp;quot;[[I Am Legend]]&amp;quot; film, doesn't it? --[[User:Masterius|Masterius]] 01:47, 9 March 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
Don't mean to revive a dead argument, but the infected enemies in this game are basically....zombies. [[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 07:10, 28 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been keeping up. What level of intelligence do they display? Are they brainless savages that would blindly rush headlong at an approaching bulldozer without regard or do they possess enough intelligence to use complex weapons (like firearms) and coordinate tactically as a group? In other words, do they behave like rage infectees or the ganados/majini from RE? If the latter, I personally wouldn't consider them zombies. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:08, 28 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Pretty much brainless savages that blindly rush at a guy who's aiming a lead pipe at their skull, don't use any weapons other than their hands and mouths and the only group coordination they display is, see human, rush him, kill him, eat him, but they do that regardless of whether they're in a group or not.  They don't show any combat tactics other than grabbing, biting and swatting with their hands and the only thing that implies they have some kind of communication skills is yelling, growling or screatching loudly once they see you which seems to attract some others but that could just be them being attracted by loud noises.  So I would say it's safe to consider them zombies or at least zombie-like.  Regardless, game looks great and I haven't played a Naughty Dog game that I haven't enjoyed yet.  [[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 21:35, 28 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's pretty much my definition of a zombie in a nutshell. I intend to pick this up at some point as well (post-apocalyptic in particular has always been one of my favorite sci-fi sub-genres ever since I saw [[The Road Warrior]]), but can't afford it right now with Saints Row IV, GTA V, and WWE 2K14 coming up. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:48, 16 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, it's got some good stealth gameplay as well, so I think you'd enjoy it.[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 15:20, 30 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Story Trailer Weapon Listing==&lt;br /&gt;
Hey there! Just watched the new trailer for the game (which looks amazing!) and I noticed that there should be a  lot more weapons this time around. Here are some that i have been able to find. Those who are capable can do screencaps and upload them here.&lt;br /&gt;
&lt;br /&gt;
At :30, you can see Ellie cocking what appears to be a Beretta Cheetah with wood grips and stainless slide (She has good trigger discipline too)&lt;br /&gt;
&lt;br /&gt;
At :49, Soldiers are seen weilding flat top M4 rifles&lt;br /&gt;
&lt;br /&gt;
At 1:08, a man on the left is showin holding a type of pump action shotgun. Could be an Ithica or Mossberg model&lt;br /&gt;
&lt;br /&gt;
At 1:20, Ellie is seen holding a weapon of similar design as in the begging, but this one seems to be based of a Colt (like the one in Uncharted 2+3)&lt;br /&gt;
&lt;br /&gt;
Hope it helps, great to see the library of weapons is growing--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 19:49, 12 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I think the Beretta is a model 70 based on the trigger guard, mag release, and finger step on the magazine.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 17:20, 21 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just added a bunch of images from the trailer to the page. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 01:03, 22 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M4s&amp;quot; look to me like they could be full-length M16s with collapsible stocks. The barrel, handguard, and sight radius don't look short enough to be a carbine. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:19, 28 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I love this game but the diversity in weapons is rather lacking. I mean... It's really hilarious how the Colt Defender is the primary handgun- it's not exactly a prolific model. There are no Berettas, no Glocks, no S&amp;amp;Ws? The the Taurus is the only revolver too? You would think that the examples of firearms in the end of the world would be whatever the survivors could get their hands on. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:39, 24 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the Beretta used by the FEDRA guard during the scene where the group is captured is actually a 92FS Brigadier. It's got the slide and it looks to be a full size handgun. I also echo previous sentiments that the Assault Rifles are definitely some sort of M16. The barrel is far too long to be an M4. My bet is an A3/A4 hybrid due to the rails and full auto firing capability.[[User:ShootingLiberal|ShootingLiberal]] ([[User talk:ShootingLiberal|talk]]) 04:34, 27 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna agree with you, Shooting. I thought on first glance the guard was using some sort of full sized Beretta, I obviously thought M9 at first with them being the US Military and all, but it's definitely a full sized Beretta. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:29, 27 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Missing a few guns ==&lt;br /&gt;
&lt;br /&gt;
There are three weapons not mentioned in the article. &lt;br /&gt;
&lt;br /&gt;
I have no pictures of them and even if I did, I can't seem to nail the file upload system on this site. I shall try my best to visualize them.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, available for use is the &amp;quot;burst rifle,&amp;quot; which fires in 3 round burst only. Naturally, with all the weird weapon choices in this game, Naughty Dog didn't decide to make it like... an M16A2 or M16A4. It's some really deformed looking assault rifle-ish thing with a skeleton butt stock, really short barrel, and an overall stubby appearance. My guess? A FAL Para. Maybe?&lt;br /&gt;
&lt;br /&gt;
There's also a &amp;quot;military sniper&amp;quot; available in MP. It fires semi auto and sort of looks like the FNH Ballista, a Remington MSR, and/or the XM2010. But all those rifles are bolt action. &lt;br /&gt;
&lt;br /&gt;
In singleplayer, Joel and his group are harassed by a bandit with some sort of military grade sniper rifle at one point while sneaking through some suburbs. Joel makes it to the sniper's nest, deals with the sniper, and then uses the rifle to cover the group from bandit attacks and infected attacks. The rifle is never seen again and is mounted on a swiveling monopod. My guess was that it was some sort of British Accuracy International rifle, like the L118a or L96A1. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:48, 27 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna go ahead and agree in regards to the sniper rifle. My first guess was an Accuracy International but I wasn't sure because I'm not very good with modern bolt actions. I know there's also some stock Remington makes for the 700 that makes it look similar to an AI but you'd probably know better than I would.[[User:ShootingLiberal|ShootingLiberal]] ([[User talk:ShootingLiberal|talk]]) 06:59, 28 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Tactical Shotgun==&lt;br /&gt;
I think its actually a [[FN Tactical Police]] and not a mashup. Thoughts?&lt;br /&gt;
[[File:TLOUTS1.jpg|thumb|none|right|600px|&amp;quot;tactical Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:Fn tactical police-1-.jpg|thumb|none|right|600px|FN Tactical Police Shotgun - 12 gauge]]&lt;br /&gt;
--[[User:Mandolin|Mandolin]] ([[User talk:Mandolin|talk]]) 18:29, 16 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, looks very similar, thank you --[[User:Luxarms|Luxarms]] ([[User talk:Luxarms|talk]]) 18:39, 16 December 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Military Sniper Rifle&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
It is an AWM. --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] ([[User talk:Bozitojugg3rn4ut|talk]]) 16:16, 15 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Guns ==&lt;br /&gt;
&lt;br /&gt;
Revolver 'El Diablo' very similar to S&amp;amp;W Model 629.&lt;br /&gt;
[[Image:SW-629.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Classic - .44 Magnum]]&lt;br /&gt;
'Variable Rifle' similar to Zastava LKP PAP. --[[User:Slon95|Slon95]] 16 May 2015&lt;br /&gt;
[[Image:Zastava_LKP_PAP.jpg|thumb|none|500px|Zastava Semi-automatic Sporting Rifle PAP Calibre (mm) 7.62 x 39]]&lt;br /&gt;
&lt;br /&gt;
== Poster Pistols ==&lt;br /&gt;
Found these during the Pittsburgh segment just after leaving Henry's hideout.&lt;br /&gt;
[[File:TLoU-Poster-Pistol.jpg|thumb|none|600px|On the poster.]]&lt;br /&gt;
On the poster to the left looks like a [[Walther_P99#Walther_P99|Walther P99]] to me, but I want to get some opinions. And on the poster to the right, which looks like it's based on the poster for [[The Transporter]], is a [[Beretta 92FS Inox]] and a second pistol that's ''way'' too low detail to make out but for some reason screams [[Luger P08|Luger P08 Artillery]] to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:55, 28 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==El Diablo==&lt;br /&gt;
Does anyone else think this was supposed to be a Colt Contendor and the devs just rushed it out as a ''single shot revolver''? --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:26, 14 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Found more! ==&lt;br /&gt;
Found this mural in the Boston Capitol Building of a number of old-timey US soldiers with rifles and at least one revolver. The revolver looks like a [[Single Action Army]], but the rifles I'm not too sure about. [[M1903 Springfield]]? [[Krag-Jorgenson]]? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:44, 10 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:TLOU-Mural.jpg|thumb|none|600px|Joel wonders if ''these'' soldiers will shoot at him, too.]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art guns ==&lt;br /&gt;
&lt;br /&gt;
==M4A1 and AK-47==&lt;br /&gt;
Tess is armed with these rifles in one of the concept art.&lt;br /&gt;
[[File:tlou tess rifles.jpg|thumb|none|left|500px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Romat==&lt;br /&gt;
A Firefly is armed with a [[FAL|IMI Romat]], a weird choice considering the rarity of these rifles in the states where normal semiauto [[FAL]]s should be more common. Ironically this rifle will reappear, fully usable in [[Uncharted 4: A Thief's End]].&lt;br /&gt;
&lt;br /&gt;
[[File:tlou firefly romat.jpg|thumb|none|left|500px]]&lt;br /&gt;
&lt;br /&gt;
== The Last of Us Part 1 Remake guns &amp;amp; more ==&lt;br /&gt;
&lt;br /&gt;
With the release of The Last of Us Remake on PS5 I've noticed that along with the game's gorgeous update on character and environment graphics, the guns have also been given a new face lift but are now different models or different guns such as a Browning Hi Power replacing the Colt Defender, a S&amp;amp;W Model 10 or 13 replacing the Taurus 85 in the prologue, a FEDRA soldier wielding a P226R instead of his Beretta 92FS Brigadier, the Remington 870 Police Magnum replacing the Mossberg 500AT (it appears buttstocks can be swapped out and customized too) and the Winchester Model 70 upgraded to the more modern version (AND appropriately functioning as a bolt action rifle when firing!). A nice updated touch as well is the US soldier in the beginning now appropriately wears Multicam OEFCP uniform, FAST helmet and M50 gas mask compared to the original games psuedo Woodland camo and FM12 respirator. If anyone has the time to add the new guns and update the page that be great. - MrJDK9412 (talk 05:17, 2 September 2022 (AEST)&lt;br /&gt;
&lt;br /&gt;
Technically, since that level is set in 2013 (unless for some bizarre reason, Naughty Dog decided to retcon the timeline), OEF-CP is ''possible'' but UCP would be more likely because OEF-CP was only issued to units deploying to Afghanistan while MC wasn't adopted as standard until 2019. He also should be wearing an ACH, because FAST helmets are only used by SOF. He also seems to be wearing a modern Modular Scalable Vest, which was only adopted within the past few years. At least the gas mask is right, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 1 September 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
:True, UCP would be the period correct camouflage for US soldiers at the time of the game along with the ACH/MICH-2000 helmet (which I thought was strange they didn't show either), but maybe Naughty Dog might of tried to pass him off as a member of special forces?  Sure doesn't make sense with the role the soldier was assigned (being more for regular infantry or the National Guard) but OEFCP would of had years in with the Army before they adopted OCP in 2015. My mistake on the gas mask after replaying I see it's actually a M40 gas mask which while technically phased out its more accurate in a US military appearance - MrJDK9412 (talk 23:27, 2 September 2022 (AEST)&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Last_of_Us&amp;diff=1605227</id>
		<title>The Last of Us</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Last_of_Us&amp;diff=1605227"/>
		<updated>2023-08-24T17:39:50Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: Spartan198 moved page The Last of Us to Last of Us, The over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''The Last of Us''&lt;br /&gt;
|picture = lastofusposter.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|series = ''The Last of Us''&lt;br /&gt;
|developer= Naughty Dog&lt;br /&gt;
|publisher= Sony Computer Entertainment&lt;br /&gt;
|date= 2013&lt;br /&gt;
|platforms= PlayStation 3&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&lt;br /&gt;
|genre= Action-adventure&amp;lt;br&amp;gt;Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''The Last of Us''''' is an action-adventure survival horror game developed by Naughty Dog, creators of the ''[[Uncharted]]'' series. Though the two series are distinct in terms of tone and overall gameplay, ''The Last of Us'' features similar character movement through the environment and some weapons seem partially lifted from the ''Uncharted'' series. Set in a post-apocalyptic future with a lush, overgrown environment, the characters must often use alternate routes to navigate the environment, evading or fighting the mutated infected and hostile survivors.&lt;br /&gt;
&lt;br /&gt;
The game is set in 2033, 20 years after a global pandemic caused by a mutated variant of the ''Cordyceps'' fungus has decimated society. Infected humans are turned into ravenous, mindless monsters, and much of the United States outside of the totalitarian Quarantine Zones is a lawless expanse. In Boston, smuggler and hardened, cynical survivor Joel is contacted by the anti-government militia the Fireflies with a seemingly simple job: escort a teenage girl, Ellie, out of the Boston Quarantine Zone and deliver her to their allies. But when the simple plan goes awry, the pair find themselves embarking on an epic cross-country journey.  &lt;br /&gt;
&lt;br /&gt;
Ammunition is scarce and the game places an emphasis on the careful use of firearms. Though handguns are favored by many characters for their portability, ''The Last of Us'' accurately depicts the significantly increased effect of long arms. Holsters must be crafted to be able to carry a certain number of weapons and actively swap between them. The title's multiplayer mode, 'Factions,' offers 4v4 gameplay similar to the campaign, with a metagame where the player maintains a survivor colony. Ammunition is limited and a small amount of weaponry can be brought into a game, with a scrap-collecting mechanic for acquiring powerful 'Purchasable' weapons and creating improved armor.&lt;br /&gt;
&lt;br /&gt;
A sequel, ''[[The Last of Us Part II]]'', was released in 2020.&lt;br /&gt;
&lt;br /&gt;
A remake, titled '''''The Last of Us Part I''''', was released on September 2, 2022 for the PlayStation 5.&lt;br /&gt;
&lt;br /&gt;
A [[The Last of Us (TV_Series)|live action US television series adaptation of the same name]] premiered on the premium services [[HBO]] and HBO MAX on January 15th, 2023.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''The Last of Us'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 66==&lt;br /&gt;
The [[Taurus Model 66]] with blued finish, 3-inch barrel and rubber grips is one of the most common weapons in ''The Last of Us''. It's implied to be Joel's personal firearm during the prologue, where he uses it briefly before giving it to his brother. An identical weapon is found off a dead soldier outside the quarantine zone as the second firearm the player can use. Simply called the Revolver, it's more powerful than the 9mm pistol and is frequently used by both enemies and allies. It is the standard handgun for moments where Joel is forced to use a firearm for story based reasons and is the only weapon which receives infinite ammo at certain points, implying the revolver to be his personal sidearm/firearm since obtaining it out of the quarantine zone earlier.&lt;br /&gt;
&lt;br /&gt;
The trigger is always seen to be in the single-action mode, although the gun is always fired double-action. When reloading, careful attention is put into each cartridge being inserted into the cylinder, but empties are never seen ejected. In early footage, the weapon was shown with a longer (likely four-inch) barrel, in contrast to the shorter barrel seen in the campaign as well as factions multiplayer. &lt;br /&gt;
&lt;br /&gt;
During the E3 2012 footage, Joel was seen armed with the 4 inch barrel variant of the Taurus 66 and was also able to strip ammunition from revolvers found off dead enemies by opening the cylinder and punching the rounds - while in the final build of the game he simply takes the entire gun. &lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the Taurus revolver by default has wooden grips but they can be switched out for rubber grips just like the original and remastered games after fully upgrading the rate of fire. When aiming the revolver, Joel seems to always cock the hammer before firing.&lt;br /&gt;
&lt;br /&gt;
[[Image:66B4.jpg|thumb|none|right|350px|Taurus Model 66 - .357 Magnum]]&lt;br /&gt;
[[Image:lastofus1920wp.jpg|thumb|none|right|600px|Promotional photo of Joel with his 4 inch Taurus Model 66. The 2.5-inch version would be in the final build of the game.]]&lt;br /&gt;
[[Image:lastofusmodel66.jpg|thumb|none|right|600px|Joel keeps his Model 66 at the ready.]]&lt;br /&gt;
[[Image:lastofusmodel66-2.jpg|thumb|none|right|600px|Joel fires his Model 66 into the head of a clicker.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10HB or Model 13==&lt;br /&gt;
The Taurus revolver that is Joel's personal firearm during the prologue of appears to be replaced by the [[Smith &amp;amp; Wesson Model 10|Smith &amp;amp; Wesson Model 10 Heavy Barrel]] or a [[Smith &amp;amp; Wesson Model 13]] in ''The Last of Us Part I'' remake which he wields to shoot an infected neighbor and then hands it to Tommy to cover him. This revolver is the same model taken from ''[[The Last of Us Part II]]'' Extended Commercial which predates the ''Part 1'' remake.&lt;br /&gt;
[[Image:S&amp;amp;WModel10HB.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 10 HB - .38 Special]]&lt;br /&gt;
[[Image:Smith_%26_Wesson_Model_13.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 13 with 4-inch barrel - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;El Diablo&amp;quot;==&lt;br /&gt;
&amp;quot;El Diablo&amp;quot; is a scoped, long-barreled revolver found in the beginning of the fall section. It is very similar to [[Smith_%26_Wesson_Model_629|S&amp;amp;W Model 629]], but is a top-break revolver like the [[Webley Revolver]], and its size seems to have been exaggerated. It is found on the ground within a small shack and can be easily missed. Outfitted with a low-magnification optic, it can only carry a single shot without upgrades but can usually put down a human target in a single shot. Reloading involves ejecting the entire cylinder and replacing it. It does not share ammunition with the other revolver and casings indicate a larger caliber. Ammunition for the weapon can commonly be found from its discovery in the fall season. Soldiers at the end of the game also sometimes carry this weapon.&lt;br /&gt;
&lt;br /&gt;
It is a purchasable in multiplayer, distinguished by an instant takedown with headshots.&lt;br /&gt;
[[Image:SW-629.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 629 Classic - .44 Magnum]]&lt;br /&gt;
[[Image:TLOU-Diablo-1.jpg|thumb|none|600px|Joel with his &amp;quot;El Diablo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Chiappa Rhino/Dan Wesson hybrid (Remake)===&lt;br /&gt;
The S&amp;amp;W 629/Webley-esque El Diablo has been replaced by now a [[Chiappa Rhino 50DS]]/[[Dan Wesson]] hybrid revolver in ''The Last of Us Part I'' remake. This version of the revolver is features Chiappa-style frame, grips, trigger guard and cylinder but by default has a Dan Wesson vent rib barrel which can be customized. The gun still starts out as a single shot weapon until it is upgraded. It is initially depicted as similar to break-action pistols like the [[Thompson Center Arms Contender]]. Capacity upgrades first gives it a second chamber, arranged in a manner similar to an over-under shotgun, (but not a second barrel) and finally a three-round revolver cylinder, emulating the appearance of the original game's El Diablo.   &lt;br /&gt;
[[File:Chiappa_Rhino_5%22.jpg|thumb|none|350px|Chiappa Rhino 50DS - .357 Magnum]]&lt;br /&gt;
[[Image:DJB746B-A-F2-H.jpg|thumb|350px|none|Dan Wesson Model 15-V - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Brigadier==&lt;br /&gt;
A FEDRA soldier can be seen using a [[Beretta 92FS Brigadier]] after Joel, Ellie, and Tess escape the quarantine zone. &lt;br /&gt;
&lt;br /&gt;
[[File:92FS Brigadier pistol.jpg|thumb|none|350px|Beretta 92FS Brigadier - 9x19mm]]&lt;br /&gt;
[[File:Lastofus4.jpg|thumb|none|600px|A FEDRA soldier holds the 92FS. Note the triangular projection on the slide confirming it as a Brigadier model, and the screw on the grip, distinguishing it from the Model 70.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P226R/Ruger P-series hybrid (Remake)===&lt;br /&gt;
The Beretta is replaced by a [[SIG-Sauer P226R]] and a [[Ruger P-series pistol]] hybrid in ''The Last of Us Part I'' remake. This pistol is notably the same model taken from ''[[The Last of Us Part II]]'', which predates the Part 1 remake.&lt;br /&gt;
[[File:P226R.jpg|thumb|350px|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:P89.jpg|thumb|350px|none|Ruger P89 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 70==&lt;br /&gt;
Ellie (portrayed by [[Ashley Johnson]]) is given a [[Beretta Model 70]] by Joel after a shootout with hunters in Pittsburgh. The player can use the weapon as Ellie during the winter levels and it is available in the 'Left Behind' DLC, however, it cannot be upgraded. As Ellie is younger, physically smaller, and less experienced than Joel, the weapon is realistically shown to have a fair bit more recoil shot-to-shot. It has similar punch against enemies to the 9mm pistol, however. Marlene (portrayed by [[Merle Dandridge]]) holds a Beretta Model 70 near the end of the game.&lt;br /&gt;
[[Image:BerettaModel70.jpg|thumb|none|350px|Beretta Model 70 - .32 ACP]]&lt;br /&gt;
[[Image:LoUBeretta.jpg|thumb|none|600px|Ellie holds her newly given Beretta Model 70. Note excellent trigger discipline.]]&lt;br /&gt;
[[Image:LoUBeretta2.jpg|thumb|none|600px|Ellie tugs the slide of the Beretta.]]&lt;br /&gt;
[[File:TLOU-Beretta-1.jpg|thumb|none|600px|Ellie with her Beretta in the 'Left Behind' DLC.]]&lt;br /&gt;
[[File:Lastofus3.jpg|thumb|none|600px|Marlene holds her Beretta Model 70.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P5 (Remake)===&lt;br /&gt;
The Beretta Model 70 is replaced by the [[Walther P5]] with wooden grips in the ''Last of Us Part 1'' remake as Ellie's sidearm.&lt;br /&gt;
[[Image:P5Wood.jpg‎|thumb|350px|none|Walther P5 with wooden grips - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Military Pistol&amp;quot;==&lt;br /&gt;
Marlene and some Fireflies now carry the &amp;quot;Military Pistol&amp;quot; from ''[[The Last of Us Part II]]'' in ''The Last of Us Part I'' remake, replacing her Beretta Model 70 and their Colt Defender pistols. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|4th Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[File:CaracalF.jpg|thumb|none|350px|Caracal F - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Burst Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;Burst Pistol&amp;quot; is unlocked by buying the Tactical Weapons Bundle, but can be used with the Suppression and Support classes. This pistol is a combination of the [[Heckler &amp;amp; Koch USP]] and the [[Glock 17 Pro]]. The Burst Pistol fires in three round bursts with a magazine capacity of nine shots.&lt;br /&gt;
[[Image:G17pro.jpg|thumb|none|350px|Glock 17 Pro (Gen 3 pistol) - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:TLOUBP1.jpg|thumb|none|right|600px|The player holds the Burst Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
Joel ([[Troy Baker]]), Tess ([[Annie Wersching]]), Ellie ([[Ashley Johnson]]), and many survivors are occasionally seen using a [[Colt Defender]] with wooden grips. It is the first weapon available to Joel, and is implied to be his personal sidearm as a smuggler. The Defender is portrayed to be notably less powerful than the .357, taking three to four shots to down most assailants. It can be suppressed, though only in multiplayer. The hammer is never shown to be cocked and the player will always cycle the slide, which does not lock back when the magazine is expended.&lt;br /&gt;
&lt;br /&gt;
The Colt Defender appears to be taken directly from the &amp;quot;.45 Defender&amp;quot; from ''[[Uncharted 2]]'', though here it is chambered in 9x19mm and simply called the &amp;quot;9mm Pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtDefenderM1911.jpg|thumb|none|400px|Colt Defender - .45 ACP/9x19mm]]&lt;br /&gt;
[[File:LoUColt.jpg|thumb|none|600px|Ellie surrenders the Defender. The Defender in this scene is replaced by the above Beretta Model 70 in the final game.]]&lt;br /&gt;
[[File:LoUColt2.jpg|thumb|none|600px|The business end of Joel's Defender in Ellie's hands.]]&lt;br /&gt;
[[File:Lastofus2.jpg|thumb|none|600px|Joel holds his Colt Defender on Henry.]]&lt;br /&gt;
&lt;br /&gt;
===Browning Hi Power (Remake)===&lt;br /&gt;
The Colt Defender is replaced by the [[Browning Hi-Power]] in ''The Last of Us Part I'' remake as the most ubiquitous 9mm handgun to every survivor in the game. Like the revolver when aiming the pistol, Joel cocks the hammer before firing.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|350px|none|Classic Browning Hi-Power (Belgian Manufacture) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Grounded DLC added a Desert Eagle pistol to the multiplayer mode, called the 'Enforcer.' Its stopping power and rate of fire is between that of the 9mm pistol and Revolver, and it can be suppressed.&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] is commonly used by Joel, hunters, scavengers, Fireflies, and the military throughout the game. The weapon is given to Joel by another survivor early in the game and is one of the few firearms he is seen to wield in cutscenes. When carried by enemies, it can easily kill Joel if he's caught in the open. The Mossberg is still portrayed as being slightly shorter-ranged than would be realistic; performing moderately at longer than room distances, while at close range it can dramatically dismember enemies. It is also a purchasable in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Mossberg500AT.jpg|thumb|none|450px|Mossberg 500AT Shotgun - 12 gauge]]&lt;br /&gt;
[[File:lastofuswin1300.jpg|thumb|none|600px|Joel keeps the attacking hunter at bay with his newly acquired Mossberg 500.]]&lt;br /&gt;
[[File:lastofuswin13001.jpg|thumb|none|600px|As Joel receives a 2x4 to the face from another hunter, the Mossberg 500 is seen in his hands.]]&lt;br /&gt;
[[File:LoUMossberg.jpg|thumb|none|600px|Joel with the Mossberg on his back. Note the safety switch on top of the receiver identifying the shotgun as a Mossberg.]]&lt;br /&gt;
[[File:LoUMossberg2.jpg|thumb|none|600px|A hunter holds a Mossberg while searching for Joel and Ellie.]]&lt;br /&gt;
[[File:Lastofus6.jpg|thumb|none|600px|Joel and Bill with their Mossberg 500AT shotguns before they go to work.]]&lt;br /&gt;
[[File:TLOU-Shotgun-1.jpg|thumb|none|600px|A survivor holds his Mossberg.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 (Remake)===&lt;br /&gt;
The Mossberg shotgun is replaced by the [[Remington 870]] shotgun in ''The Last of Us Part I'' remake. It appears to change the magazine tube when upgrading the gun.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|450px|none|Remington 870 Riot shotgun with wooden stock]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|450px|Remington 870 Police Magnum customized with extended magazine tube - 12 Gauge (credit to [[User:Predator20|Predator 20]])]]‎&lt;br /&gt;
&lt;br /&gt;
==FN Tactical Police==&lt;br /&gt;
The Tactical Weapons Bundle added an [[FN Tactical Police]] shotgun to the multiplayer Factions mode. The Tactical Police kills an enemy with two shots to the body at medium distances.&lt;br /&gt;
[[Image:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police Shotgun - 12 gauge]]&lt;br /&gt;
[[File:TLOUTS1.jpg|thumb|none|right|600px|The player aims his shotgun in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shorty&amp;quot;==&lt;br /&gt;
This compact shotgun appears vaguely similar to the 'Pistole' weapon of the ''Uncharted'' series. It's similar in size to a [[Serbu Super Shorty]] (which appears to be the Mossberg version due to the thumb safety on top), however it is semi-automatic and fed by a detachable box magazine similar to that on a [[Hawk shotgun series|Hawk detachable-magazine shotgun]]. Recoil is realistically extremely harsh and it has an abysmal range. It can only hold two rounds in its stock configuration. Found midway into the game, it is implied to be the personal weapon of 'Ish.' The player has multiple opportunities to retrieve the weapon if missed initially, and it is sporadically seen carried by enemies to the end of the game. It is classified as pistol-type weapon in the game and can replace the standard handguns in multiplayer.&lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the shorty departs from the Serbu Shorty/Hawk Type 97 hybrid by giving the custom shotgun an external hammer and wooden fore end, extending the design.&lt;br /&gt;
&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
[[Image:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off Double Barreled Shotgun==&lt;br /&gt;
A double-barrel shotgun is available as a purchasable in multiplayer. Its been shortened and the grip is wrapped with electrical tape. It's portrayed as being similar to the &amp;quot;Shorty&amp;quot; shotgun, taking two shots to put down a player even at point-blank range.&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Witness Protection==&lt;br /&gt;
A piece of concept art in the game shows Joel with what appears to be the taped up grip of a [[Remington Model 870|Remington 870 &amp;quot;Witness Protection&amp;quot;]] slung across his back.&lt;br /&gt;
[[Image:Remingt870WitProt Eli.jpg‎ |thumb|none|400px|Remington 870 &amp;quot;Witness Protection&amp;quot; Short Shotgun - 12 gauge. This is the actual screen gun used by [[Denzel Washington]] in ''[[The Book of Eli]]''.]]&lt;br /&gt;
[[File:TLoU-Concept-Shotgun.jpg|thumb|none|600px|The grip of the Remington 870 can be seen over his left shoulder.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4]] is the only assault rifle found in the game. It is first seen in the prologue in the hands of a U.S. Army soldier and then in first level as the standard rifle of the FEDRA soldiers. Ramirez, a FEDRA soldier is armed with a M16A4 when catching Joel, Tess and Ellie outside the quarantine zone. The M16A4 would not appear again until later at the end of the game equipped by the Fireflies. With a collapsible buttstock and fully-automatic capability, it is essentially an M16A4 upper receiver on an [[M4A1]] lower receiver. It is equipped with an LMT rear sight, KAC M5 quad rail handguard with rail covers and a CAA FVG5 foldable vertical foregrip that oddly doubles as a flashlight in the game. It is the last weapon that Joel acquires in the game and cannot be customized. It is a very accurate and high rate of fire weapon but as with most of the weapons in ''The Last of Us'', ammunition for it is scarce. It serves as a late-game purchasable in MP.&lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the M16A4 now lacks the CAA FVG5 foldable vertical foregrip and a small Surefire like flashlight is fitted under the gas block.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO. This is the standard USMC style setup.]]&lt;br /&gt;
[[File:LoUM42.jpg|thumb|none|600px|FEDRA Soldiers holding their rifles on infected civilians.]]&lt;br /&gt;
[[File:TLoU-M16-Military.jpg|thumb|none|600px|Soldiers with M16A4s. Note the CAA foregrips emitting light as if they were flashlights.]]&lt;br /&gt;
[[File:LoUM4.jpg|thumb|none|600px|Pre-release screenshot of Joel with an M16A4 on the table next to him. In the final game, it's replaced by a Winchester Model 70.]]&lt;br /&gt;
[[File:LoUM43.jpg|thumb|none|600px|Tommy, on the right, has an M16A4 slung on his back. This, too, was replaced with a Winchester in the final game.]]&lt;br /&gt;
[[File:Lastofus1.jpg|thumb|none|600px|Joel with the M16A4 near the end of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] is acquired by Joel early on in the game. When first acquired the weapon has a maximum ammunition capacity of one, forcing the player to rack the bolt back and load a new cartridge into the chamber after each shot. However, confusingly, when the magazine capacity is increased, the number of rounds inside the weapon increases, but the ROF upgrade functionally changes the weapon from a bolt-action sniper rifle to a semi-automatic sniper rifle, with the bolt only touched during reloads. A scope can be added onto the weapon for increased zoom (of which the player can choose to use the third person perspective or optical zoom). This is also the first weapon that Ellie is given by Joel and is prominently used by her during the winter section. It's a standard weapon unlocked early on in multiplayer, always scoped.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pre64WinModel70.jpg|thumb|none|450px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[Image:lastofus1920wp.jpg|thumb|none|right|600px|Ellie with her Winchester in a promotional photo.]]&lt;br /&gt;
[[File:Lastofus5.jpg|thumb|none|right|600px|Ellie holds a Winchester Model 70.]]&lt;br /&gt;
[[File:Lastofus7.jpg|thumb|none|right|600px|Tommy and Maria hold Winchester Model 70s.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 700 BDL (Remake)===&lt;br /&gt;
The Winchester Model 70 is replaced with the Remington Model 700 BDL in ''The Last of Us Part I'' remake and notably after upgrading the magazine capacity, the rifle appropriately behaves as a bolt-action rifle when cycling new rounds after firing. The rifle model is more or less similar to the Hunting Rifle in ''[[The Last of Us Part II]]'' by default and customizable. &lt;br /&gt;
[[File:Remington 700 bdl.jpg|thumb|none|450px|Remington 700 BDL - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The &amp;quot;Military Sniper&amp;quot; is a bolt-action rifle used by an antagonistic survivor in the campaign and briefly by Joel in a set-piece event. It appears to be an [[Accuracy International Arctic Warfare Magnum]], but has a pistol grip instead of the AWM's thumbhole stock style, making its shape resemble that of the [[ORSIS T-5000]]. It has unlimited ammunition. Its sight has two levels of magnification and it kills with a single shot.&lt;br /&gt;
&lt;br /&gt;
The weapon plays a more prominent role in multiplayer as one of the last purchasable unlocks. Despite being the exact same rifle seen in the campaign and being reloaded like a bolt-action, it fires semi-automatically in multiplayer. Headshots will dramatically execute enemy players instead of simply downing them.&lt;br /&gt;
[[Image:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|450px|Accuracy International AWM - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TLOUMR2.jpg|thumb|none|right|600px|Joel take aim with the Military Sniper.]]&lt;br /&gt;
[[File:TLOUMR1.jpg|thumb|none|right|600px|The player holds the Sniper in &amp;quot;factions&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
The [[Ruger Mini-14]] in a black fiberglass stock, 30 round magazine, and outfitted with a Butler Creek folding stock is seen in one cutscene wielded by Ethan and a fellow Firefly soldier. The rifle cannot be used by Joel. In multiplayer, it appears as a usable weapon called the &amp;quot;Semi-Auto Rifle&amp;quot; and is a very common weapon, where it can also be suppressed and has a scoped version.&lt;br /&gt;
&lt;br /&gt;
In ''The Last of Us Part I'' remake, the Ruger Mini-14 is now in a black inline fiberglass stock, which is the same model taken from ''[[The Last of Us Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|450px|none|Custom Ruger Mini-14 with aftermarket folding stock, sniper scope and muzzle brake - .223 Remington]]&lt;br /&gt;
[[File:TLOUSAR1.jpg|thumb|none|right|600px|The player fires his Semi Auto Rifle.]]&lt;br /&gt;
[[Image:Ruger Mini-14 black.jpg|thumb|none|450px|Black Ruger Mini-14 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M48 Yugoslavian Mauser==&lt;br /&gt;
In ''The Last of Us Part I'' remake, Hunters and hostile survivors use [[M48 Yugoslavian Mauser]] rifles. They are unusable by the player. During the cutscene prior to confronting the Hunters, Joel picks up a M48 Yugoslavian Mauser and hands it to Ellie to cover him, replacing the Winchester Model 70 from the original game.&lt;br /&gt;
[[Image:M48-Yugo-Mauser.jpg|thumb|none|450px|Yugoslavian M48 Mauser - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Variable Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Variable Rifle&amp;quot; appears to be a .308 AK-type rifle with a thumb-hole stock and wooden furniture. It is similar to Russian AK-based hunting rifles like the [[Molot Vepr|Vepr]] or the [[Saiga 308|Saiga]], with front sights and barrel from another variation of Vepr. It was added in the Treacherous Territories DLC, exclusively for multiplayer.&lt;br /&gt;
[[Image:Vepr-308 Carbine.jpg|thumb|none|450px|Vepr-308 hunting carbine - 7.62x51mm (.308 Win)]]&lt;br /&gt;
[[File:Saiga-308-2.jpg|thumb|450px|none|Saiga 308-1 Isp. 21 (САЙГА 308-1 ИСП. 21) - 7.62х51mm NATO]]&lt;br /&gt;
[[File:VPO-212-01.jpg|thumb|none|400px|Molot VPO-212-01 - .366TKM]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Burst Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Burst Rifle&amp;quot; is one of the long arms in the Factions multiplayer mode. In terms of basic shape, it resembles a compact AK-type weapon. It seems to be a homemade weapon, as its receiver has an assortment of metal plates crudely bolted to it. It has a magazine release and box magazine somewhat resembling that of a FAL, has a side-folder skeleton stock and a short muzzle. It has a small capacity and fires in bursts, and a scoped version is available.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|Converted AKM pistol - 7.62x39mm]]&lt;br /&gt;
[[File:TLOUBR1.jpg|thumb|none|right|600px|The player holds the Burst Rifle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Full-Auto Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Full-Auto Rifle&amp;quot; is visually very similar to the &amp;quot;Burst Rifle&amp;quot;, and was added in an update to the Factions multiplayer. It has an AR-type carry handle, no stock, AK-styled rear ladder sights, and a larger AK-styled magazine, making it more clearly resemble an AK-type weapon. A scoped version is available.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|Converted AKM pistol - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Galil SAR==&lt;br /&gt;
The &amp;quot;Specter,&amp;quot; a [[Galil SAR]] with a suppressor, is only available in multiplayer. It has a higher rate of fire than the other automatic weapons. It was added with the &amp;quot;Grounded&amp;quot; DLC.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TLOUSPEC1.jpg|thumb|none|right|600px|The player open fire with the Specter in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The &amp;quot;Frontier Rifle&amp;quot; is the only lever-action rifle in the game and is unlocked by buying the Tactical Weapons Bundle. It is a compact version of the [[Marlin Model 1894]] with a modern peep hole sight and enlarged lever loops. It can take down an enemy with two shot in the body. &lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Modern Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
[[File:TLOUFR1.jpg|thumb|none|right|600px|The player take aim with the Frontier Rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]] heavy machine guns are seen on Humvees.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:TLoU-M2HB.jpg|thumb|none|600px|An M2-armed Humvee in the Boston QZ.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240C==&lt;br /&gt;
A number of abandoned Bradley infantry fighting vehicles in various conditions can be seen in Pittsburgh and Salt Lake City. Visible sticking out of the turret is the barrel of a low-detail [[M240C]] coaxial machine gun. In the remake, the Bradleys are replaced with the M1 Abrams tanks seen in ''Part II'', though these too feature an M240C coaxial gun.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|401px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TLoU-M240.jpg|thumb|none|600px|The M240C beside the main gun. Also note that the Bradley seems to have been modeled with a tank gun similar to the 75mm gun of the M4 Sherman, rather than the correct [[M242 Bushmaster]] chain gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Last of Us, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Red_Dawn_(2012)&amp;diff=1605111</id>
		<title>Red Dawn (2012)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Red_Dawn_(2012)&amp;diff=1605111"/>
		<updated>2023-08-24T03:26:01Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Colt M4A1 carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = Red Dawn&lt;br /&gt;
|picture = Reddwn12poster.jpg&lt;br /&gt;
|caption = ''Theatrical Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = Dan Bradley&lt;br /&gt;
|date = 2012&lt;br /&gt;
|language =&lt;br /&gt;
|studio = Contrafilm&lt;br /&gt;
|distributor = FilmDistrict&lt;br /&gt;
|character1=Jed Eckert&lt;br /&gt;
|actor1=[[Chris Hemsworth]]&lt;br /&gt;
|character2=Matt Eckert&lt;br /&gt;
|actor2=[[Josh Peck]]&lt;br /&gt;
|character3=Toni Walsh&lt;br /&gt;
|actor3=[[Adrianne Palicki]]&lt;br /&gt;
|character4=Robert Kitner&lt;br /&gt;
|actor4=[[Josh Hutcherson]]&lt;br /&gt;
|character5=Erica Martin&lt;br /&gt;
|actor5=[[Isabel Lucas]]&lt;br /&gt;
|character6=Daryl Jenkins&lt;br /&gt;
|actor6=[[Connor Cruise]]&lt;br /&gt;
|character7=Captain Cho&lt;br /&gt;
|actor7=[[Will Yun Lee]]&lt;br /&gt;
|character8=Sergeant Major Andrew Tanner&lt;br /&gt;
|actor8=[[Jeffrey Dean Morgan]]&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=&lt;br /&gt;
|character10=&lt;br /&gt;
|actor10=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Red Dawn''''' is the 2012 remake of the 1984 [[Red Dawn (1984)|Charlie Sheen/Patrick Swayze film of the same name]]. Instead of Soviet forces, the remake involves an invasion of the western United States by an East Asian enemy force. The film was filmed in late 2009, and was slated to hit theaters in November 2010, but due to financial troubles at MGM, the film was shelved. Shortly before its release, the invaders, which were depicted as originating from China, were subsequently altered to being from North Korea, mainly due to concern that a negative depiction of the PLA may result in the Chinese government banning any future MGM films, such as the then-upcoming ''[[Skyfall]]''. The film was eventually released in November of 2012. The film stars [[Chris Hemsworth]], [[Josh Peck]], [[Josh Hutcherson]], [[Adrianne Palicki]], and [[Jeffrey Dean Morgan]]. The movie may be a possible twin film to ''[[Tomorrow, When the War Began]]'', since both feature a group of amateurish teenagers banding together to repel an invading army from their country.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
After the Eckert brothers and their friends escape the North Korean invasion to their father's cabin, Pete (Steve Lenz) finds a [[Browning Hi-Power]] from the old RV. He eagerly uses it, nearly blowing Jed Eckert's ([[Chris Hemsworth]]) head off, causing Jed to seize the Browning from him. Jed then uses the Browning during the training montage. Julie Goodyear (Alyssa Diaz) also briefly uses the Browning during a sabotage attack. Jed's brother Matt ([[Josh Peck]]) later takes the [[Browning Hi-Power]] during the escape from the high-rise building near the end of the film.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|300px|Classic Commercial Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[Image:Chris Hemsworth Red Dawn.jpg|thumb|none|450px|[[Josh Peck]] holds the Browning Hi-Power in a publicity still for the film.]]&lt;br /&gt;
[[Image:RedDawn-HiPower.jpg|thumb|none|600px|Pete finds the Hi-Power.]]&lt;br /&gt;
[[Image:RedDawn-HiPower-2.jpg|thumb|none|600px|Jed holds the Hi-Power during the training montage.]]&lt;br /&gt;
[[Image:RedDawn-HiPower-4.jpg|thumb|none|600px|Julie grips the Hi-Power as she ducks for cover.]]&lt;br /&gt;
[[Image:RedDawn-HiPower-3.jpg|thumb|none|600px|Matt holds the Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
All of the North Korean officers carry [[Makarov PM]] pistols as their sidearms throughout the film, most notably Captain Cho ([[Will Yun Lee]]). Russian soldiers also carry Makarovs in leg holsters. Danny Jackson ([[Edwin Hodge]]) throws one away after the assassination attempt on Captain Cho ([[Will Yun Lee]]), to avoid capture. Jackson most likely seized the Makarov from a fallen Noth Korean soldier.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]] &lt;br /&gt;
[[Image:RedDawn-01368.jpg|thumb|none|600px|Captain Cho fires his Makarov PM.]]&lt;br /&gt;
[[Image:RedDawn-Makarov.jpg|thumb|none|600px|A North Korean officer prepares to execute a civilian.]]&lt;br /&gt;
[[Image:RedDawn-Makarov-2.jpg|thumb|none|600px|Danny's Makarov in the air.]]&lt;br /&gt;
[[Image:RedDawn-Makarov-3.jpg|thumb|none|600px|Captain Cho searches for Jed Eckert inside the Spokane police station.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 59==&lt;br /&gt;
Toni Walsh ([[Adrianne Palicki]]) uses a [[Smith &amp;amp; Wesson 59]] during a couple of surprise attacks on the North Korean forces.&lt;br /&gt;
[[Image:Smith &amp;amp; Wesson 59.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 59 - 9x19mm]]&lt;br /&gt;
[[Image:RedDawn-Smith.jpg|thumb|none|600px|Toni fires the Smith.]]&lt;br /&gt;
[[Image:RedDawn-Smith-2.jpg|thumb|none|600px|Toni fires her Smith &amp;amp; Wesson 59.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The Wolverines acquire several [[Intratec TEC-9]] pistols converted to fire fully automatic from the townspeople during the training montage.  Jed Eckert ([[Chris Hemsworth]]) test fires one of the TEC-9s, after Robert Kitner ([[Josh Hutcherson]]) admires them, showing how poor the accuracy is. Jed, Robert, and Daryl Jenkins ([[Connor Cruise]]) use the [[Intratec TEC-9|TEC-9s]] during and after an ambush. &lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:RedDawn-Tec9.jpg|thumb|none|600px|An Intratec TEC-9 in a duffel bag.]]&lt;br /&gt;
[[Image:RedDawn-Tec9-2.jpg|thumb|none|600px|A TEC-9 lays on some moss before Jed picks the gun up.]]&lt;br /&gt;
[[Image:RedDawn-Tec9-3.jpg|thumb|none|600px|Jed fires one of the TEC-9s, showing the poor accuracy of the gun, later expressing the need to secure better weaponry.]]&lt;br /&gt;
[[Image:RD12 27.jpg|thumb|none|601px|Jed fires his TEC-9 at the KPA troops in an ambush.]]&lt;br /&gt;
[[Image:RedDawn-Tec9-4.jpg|thumb|none|600px|Jed fires his TEC-9.]]&lt;br /&gt;
[[Image:RD12 26.jpg|thumb|none|601px|Robert with his TEC-9 after the ambush.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Spokane Police Sergeant Tom Eckert ([[Brett Cullen]]) carries a [[Glock 17]], which is visible when he leaves the house to patrol on blackout duty. Jed Eckert ([[Chris Hemsworth]]) takes and uses his father's [[Glock 17]] pistol from a safebox, during the Wolverines' attack on the KPA's base inside the Spokane Police headquarters.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:RedDawn-Glock.jpg|thumb|none|600px|Tom Eckert's Glock in a belt holster (circled in red).]]&lt;br /&gt;
[[Image:RedDawn-G17.jpg|thumb|none|600px|Jed Eckert fires the Glock.]]&lt;br /&gt;
[[Image:RedDawn-G17-2.jpg|thumb|none|600px|'''&amp;quot;You fucked with the wrong family.&amp;quot;''' Jed fires the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
Sergeant Hodges ([[Matt Gerald]]) of the USMC, carries a customized [[M1911A1]] with custom sand-grips, and Novak sights in a thigh holster. He uses the pistol during the Wolverines' attack on the KPA at the Spokane Police headquarters.  The M1911A1 is most likely a lightly customized [[Kimber Custom TLE II]]. Sergeant Major Andrew Tanner ([[Jeffrey Dean Morgan]]) also carries one in a thigh holster.&lt;br /&gt;
[[Image:KimberCustomTLEII OtherSide.jpg|thumb|300px|none|Kimber Custom TLE II - .45 ACP ]]&lt;br /&gt;
[[Image:RedDawn-M1911A1.jpg|thumb|none|600px|Sgt. Hodges pulls his sidearm after his M4A1 runs empty. Note the high-profile Novak sights.]]&lt;br /&gt;
[[Image:RedDawn-M1911A1-2.jpg|thumb|none|600px|Hodges fires his sidearm at the North Koreans. Here we can see the sand-colored grips.]]&lt;br /&gt;
[[Image:RedDawn-M1911A1-3.jpg|thumb|none|600px|Hodges lowers his sidearm after the slide locks back, giving us a good look at the rear sight.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
Along with several [[Intratec TEC-9|TEC-9s]], the Wolverines acquire a [[MAC-10#Cobray_M11.2F9|Cobray M11/9]] submachine gun from the townspeople during the training montage. Matt Eckert ([[Josh Peck]]) uses the [[MAC-10#Cobray_M11.2F9|Cobray M11/9]] during an ambush.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|300px|none|SWD M11/9 SMG with folding stock - 9x19mm]]‎&lt;br /&gt;
[[Image:RedDawn-M11.jpg|thumb|none|600px|Matt fires the M11/9 at the North Korean soldiers.]]&lt;br /&gt;
[[Image:RedDawn-M11-2.jpg|thumb|none|600px|Matt holds the M11/9 in the background.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Remington 700==&lt;br /&gt;
Matt Eckert ([[Josh Peck]]) finds a [[Remington 700]] bolt-action rifle at their father's cabin. He gives it to his brother Jed Eckert ([[Chris Hemsworth]]), who carries it until the group acquires better weaponry. Toni Walsh ([[Adrianne Palicki]]) and Daryl Jenkins ([[Connor Cruise]]) also use the rifle during the training montage. Robert Kitner ([[Josh Hutcherson]]) later uses the rifle during a hunting trip with Jed and Matt.&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|450px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:RD12 07.jpg|thumb|none|600px|Matt Eckert checks the rifle.]]&lt;br /&gt;
[[Image:RedDawn-Rem700.jpg|thumb|none|600px|Jed Eckert aims the Remington rifle at their father's cabin.]]&lt;br /&gt;
[[Image:RedDawn-Rem700-2.jpg|thumb|none|600px|Jed with the rifle.]]&lt;br /&gt;
[[Image:RedDawn-Rem700-3.jpg|thumb|none|600px|Toni fires the rifle during the training montage.]]&lt;br /&gt;
[[Image:RedDawn-Rem700-4.jpg|thumb|none|600px|Daryl Jenkins fires the Remington 700 during the training montage.]]&lt;br /&gt;
[[Image:RedDawn-Rem700-5.jpg|thumb|none|600px|Robert holds the Remington as Jed guides him during the hunting trip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
Matt Eckert ([[Josh Peck]]) finds a [[Winchester Model 1894]] rifle at their father's cabin and uses the rifle as his primary firearm until the Wolverines acquire better weaponry. Jed Eckert ([[Chris Hemsworth]]) also briefly handles this rifle at the cabin as well. Daryl Jenkins ([[Connor Cruise]]) briefly uses this weapon during the training montage.&lt;br /&gt;
[[Image:PheonixentWinchester1894.jpg|thumb|none|450px|Winchester 1894 - .30-30]]&lt;br /&gt;
[[Image:RedDawn-1894.jpg|thumb|none|600px|Matt finds the rifle.]]&lt;br /&gt;
[[Image:RedDawn-Winchester-2.jpg|thumb|none|600px|Matt holds the Winchester.]]&lt;br /&gt;
[[Image:RedDawn-Winchester.jpg|thumb|none|600px|Daryl (off screen) holds the Winchester 94 while the eldest Eckert brother is menaced by three Wolverines armed with what appears to be an airsoft gun and a wooden toy.]]&lt;br /&gt;
[[Image:RedDawn-Winchester-3.jpg|thumb|none|600px|Matt fires his Winchester during the training montage.]]&lt;br /&gt;
&lt;br /&gt;
==AKM (Modified to resemble AK-103)==&lt;br /&gt;
Most North Korean soldiers carry [[AK-47#AKM|AKM]] rifles, visually modified with the addition of plastic furniture and [[AK-74]]-style muzzle brakes to resemble the [[AK-47#AK-103|AK-103s]], as their primary firearms in the film. Russian soldiers are also equipped with similar AKMs, but with additional full-length railed handguards. Toni Walsh ([[Adrianne Palicki]]) carries a modified [[AKM]] after previously using an [[AKMSU]] after the first ambush. Daryl Jenkins ([[Connor Cruise]]) uses a scoped [[AKM]] during an attempted assassination during a North Korean ceremony. After the Wolverines' ambush on North Korean soldiers to secure better weaponry, Matt Eckert ([[Josh Peck]]), Daryl Jenkins, and Danny Jackson ([[Edwin Hodge]]) all use stockless AKMs with black plastic furniture for the first half of the film. Matt gives up his AKM to a civilian in order to avoid capture, and Danny ditches his AKM after the same battle for similar reasons. Daryl, Robert Kitner ([[Josh Hutcherson]]), Matt Eckert, and Danny Jackson then carry plain [[AKM]] mock-ups for most of the film. Corporal Smith ([[Kenneth Choi]]) also briefly uses AKM to distract some North Korean soldiers. Captain Cho ([[Will Yun Lee]]) fires an AKM during the assault on the KPA base.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 Modern Russian AK rifle - 7.62x39mm]]&lt;br /&gt;
[[Image:RD12-AKScope-1.jpg|thumb|none|601px|Daryl aims the scoped AKM, showing the AK-103-style muzzle brake, while setting up for an ambush.]]&lt;br /&gt;
[[Image:RedDawn-AKM-3.jpg|thumb|none|600px|He takes cover during from machine gun fire during a gunbattle.]]&lt;br /&gt;
[[Image:Reddawn007.jpg|thumb|none|400px|[[Connor Cruise]] holds an AKM with the stock removed in a publicity still for the film.]]&lt;br /&gt;
[[Image:RedDawn-AKMS-2.jpg|thumb|none|600px|Danny Jackson aims his stockless AKM during a sabotage attack.]]&lt;br /&gt;
[[Image:RedDawn-AKMS.jpg|thumb|none|600px|Daryl Jenkins holds his stockless AKM as he takes cover with Robert.]]&lt;br /&gt;
[[Image:RedDawn-AKMS-3.jpg|thumb|none|600px|Daryl holds his stockless AKM on a 'sandwich artist' (Subway employee).]]&lt;br /&gt;
[[Image:RD12-AKMS-1.jpg|thumb|none|601px|Matt fires his stockless AKM while rescuing  his girlfriend.]] &lt;br /&gt;
[[Image:RedDawn-AKMS-4.jpg|thumb|none|600px|Danny tosses his stockless AKM through the air as he abandons it.]]&lt;br /&gt;
[[Image:RedDawn-AKMPalicki.jpg|thumb|none|600px|Toni holds her rifle as she hears noises in the woods.]]&lt;br /&gt;
[[Image:RedDawn-AKM-4.jpg|thumb|none|600px|Toni holds her AKM on a surprised Sgt. Hodges.]]&lt;br /&gt;
[[Image:RedDawn-AKMChoi.jpg|thumb|none|600px|Cpl. Smith ([[Kenneth Choi]]) uses an enemy AKM during the attack on the KPA base, to distract some of the North Korean soldiers.]]&lt;br /&gt;
[[Image:RedDawn-AKM-5.jpg|thumb|none|600px|Robert fires his modified AKM left-handed after being surprised by North Korean soldiers.]]&lt;br /&gt;
[[Image:RedDawn-AKM-6.jpg|thumb|none|600px|Matt fires his AKM at enemy soldiers in the KPA base.]]&lt;br /&gt;
[[Image:RedDawn-AKMYunLee.jpg|thumb|none|600px|Capt. Cho fires his modified AKM at Jed during the Wolverines' assault on the KPA base.]]&lt;br /&gt;
[[Image:RedDawn-AKMSoldier.jpg|thumb|none|600px|A North Korean soldier aims his modified AKM rifle near the end of the film.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
Some of the North Korean soldiers use [[AKMSU]] carbines modified with KCI quad rail systems. Jed Eckert ([[Chris Hemsworth]]) uses an [[AKMSU]] carbine as his weapon of choice after capturing in an ambush. Toni Walsh ([[Adrianne Palicki]]) also uses an [[AKMSU]] after the first ambush, but later switches to one of the AKM/AK-103 mock-ups. Greg ([[Julian Alcaraz]]) and Julie Goodyear ([[Alyssa Diaz]]) use [[AKMSU]] carbines as well.&lt;br /&gt;
[[Image:AKPDW01.jpg|thumb|none|450px|AKMSU with RIS handguard - 7.62x39mm]]&lt;br /&gt;
[[Image:Chris Hemsworth Red Dawn 2.jpg|thumb|none|300px|Jed Eckert ([[Chris Hemsworth]]) holds an AKMSU in a publicity still.]]&lt;br /&gt;
[[Image:RD12 06.jpg|thumb|none|600px|Jed with his AKMSU at his side as he briefs his friends.]]&lt;br /&gt;
[[Image:RedDawn-AKMSU.jpg|thumb|none|600px|Jed holds his AKMSU.]]&lt;br /&gt;
[[Image:RedDawn-AMKSU-3.jpg|thumb|none|600px|Toni holds her AKMSU before the attempted attack on the North Korean ceremony.]]&lt;br /&gt;
[[Image:RedDawn-AKMSU-6.jpg|thumb|none|600px|Jed holds his AKMSU during the attemted attack on the ceremony.]]&lt;br /&gt;
[[Image:RedDawn-AKMSU-2.jpg|thumb|none|600px|Jed fires the AKMSU at approaching Russian soldiers.]]&lt;br /&gt;
[[Image:RedDawn-AKMSU-4.jpg|thumb|none|600px|Julie fires her AKMSU during an ambush.]]&lt;br /&gt;
[[Image:RD12 20.jpg|thumb|none|601px|Jed wields his AKMSU during the attack on the KPA base.]]&lt;br /&gt;
[[Image:RedDawn-AKMSU-5.jpg|thumb|none|600px|Jed does a tactical reload and inserts a fresh magazine into his AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56==&lt;br /&gt;
Some North Korean soldiers carry [[Norinco Type 56]] assault rifles, distinguishable by their hooded sights, with black plastic furniture. Robert Kitner ([[Josh Hutcherson]]) also uses one, but with the stock removed, for the first half of the film before replacing it with an [[M249 SAW]] machine gun.&lt;br /&gt;
[[Image:Type56Standard.jpg|thumb|none|450px|Norinco Type 56 (Imported into the U.S. as the Norinco AKS-47 or AKS-47 Sporter) - 7.62x39mm. Rather than having the underfolder pig sticker Bayonet assembly, this has the standard Bayonet lug underneath the gas block as the AKM and later variants.]]&lt;br /&gt;
[[Image:RD12-T56-1.jpg|thumb|none|600px|Robert holds his stockless Norinco Type 56. Note the hooded sight.]]&lt;br /&gt;
[[Image:RedDawn-Type56.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:RedDawn-Type56-1.jpg|thumb|none|600px|Robert holds his stockless Type 56 on a 'sandwich artist'.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 carbine==&lt;br /&gt;
USMC Sergeant Major Andrew Tanner ([[Jeffrey Dean Morgan]]) and his subordinates Sergeant Hodges ([[Matt Gerald]]) and Corporal Smith ([[Kenneth Choi]]) all carry [[M4A1|M4A1 carbines]] as their primary firearms. SgtMaj. Tanner and Cpl. Smith have ACOG scopes with attached Docter red dot sights, tactical flashlights, and foregrips on their M4A1 carbines. Sgt. Hodges has an EOTech sight, and a SureFire M900 weaponlight/foregrip combo on his carbine. They all mount suppresors on their [[M4A1|M4A1s]] during the assault on the KPA base .&lt;br /&gt;
[[Image:M4A1 ACOG.jpg|thumb|none|450px|Colt M4A1 Carbine with Trijicon ACOG, Knight's Armament RAS railed handguard and KAC vertical forward grip and CAR-15 buttstock - 5.56x45mm]]&lt;br /&gt;
[[File:M4A1EOT.jpg|thumb|none|450px|M4A1 with EOTech 552 A65 Holographic sight and SureFire M951XM05 tactical light - 5.56x45mm]]&lt;br /&gt;
[[Image:Red-dawn-m4.jpeg|thumb|none|400px|The Wolverines and the Marines with their M4A1 carbines.]]&lt;br /&gt;
[[Image:RedDawn-M4.jpg|thumb|none|600px|Cpl. Smith holds his custom M4A1 during the assault on the KPA base.]]&lt;br /&gt;
[[Image:RedDawn-M4-2.jpg|thumb|none|600px|SgtMaj. Tanner holds his M4A1 carbine inside the KPA base.]]&lt;br /&gt;
[[Image:RedDawn-M4-3.jpg|thumb|none|600px|Sgt. Hodges he clears a room with his custom M4A1.]]&lt;br /&gt;
[[Image:RedDawn-M4-4.jpg|thumb|none|600px|Sgt. Hodges with his M4A1 while taking cover from a grenade.]]&lt;br /&gt;
[[Image:RedDawn-RedDawn-M4-5.jpg|thumb|none|600px|SgtMaj. Tanner fires his suppressed M4A1 at North Korean soldiers.]]&lt;br /&gt;
[[Image:RedDawn-M4-6.jpg|thumb|none|600px|Sgt. Hodges fires his suppressed carbine at North Korean soldiers.]]&lt;br /&gt;
[[Image:RedDawn-M4-7.jpg|thumb|none|600px|SgtMaj. Tanner fires his M4A1 at North Korean soldiers.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Several [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB Heavy Machine Guns]] are mounted on KPA (North Korean) Humvees and tanks. Robert Kitner ([[Josh Hutcherson]]) hijacks an M2HB during the assault on the KPA base. Toni Walsh ([[Adrianne Palicki]]) also mans an M2HB during the assault at the end of the film.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:RD12 29.jpg|thumb|none|600px|A KPA soldier mans an M2HB on a Humwee.]]&lt;br /&gt;
[[Image:RedDawn-M2HB.jpg|thumb|none|600px|A North Korean soldier fires an M2HB at the KPA base.]]&lt;br /&gt;
[[Image:RedDawn-M2HB-2.jpg|thumb|none|600px|Robert mans the M2HB machine gun.]]&lt;br /&gt;
[[Image:RedDawn-M2HBToni.jpg|thumb|none|600px|Toni fires the machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
[[M240B]] machine guns are mounted on KPA armored vehicles in the film. &lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|400px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:RedDawn-Type67.jpg|thumb|none|600px|A M240 machine gun on a KPA M1 Abrams (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
Robert Kitner ([[Josh Hutcherson]]) uses an [[M249 SAW]] with a 100-round cloth magazine for the second half of the film and uses it during the assault on the Wolverine's hideout. Matt Eckert ([[Josh Peck]]) hands the SAW to Toni Walsh ([[Adrianne Palicki]]) during the preparation for the assault on the KPA base. Near the end of the film, Robert gives the M249 to Daryl Jenkins ([[Connor Cruise]]).&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RedDawn-SAW.jpg|thumb|none|600px|Robert takes cover from incoming machine gun fire.]]&lt;br /&gt;
[[Image:RedDawn-SAW-2.jpg|thumb|none|600px|Robert fires his SAW, killing the machine gunner.  While not visible in this picture, in a continuity error in the scene, his belt visibly runs out, yet he is still firing when the camera switches to the scene below.]]&lt;br /&gt;
[[Image:RedDawn-SAW-3.jpg|thumb|none|600px|Robert fires the M249 SAW.]]&lt;br /&gt;
[[File:RD12 501.jpg|thumb|none|600px|Robert with his M249 SAW as he cries &amp;quot;Wolverines!&amp;quot;.]]&lt;br /&gt;
[[Image:RedDawn-ProofforMandolinthatToniandMatthandletheM249Goodenoughhuh.jpg|thumb|none|600px|Matt hands Toni the M249 SAW.]]&lt;br /&gt;
[[Image:RedDawn-SAW-4.jpg|thumb|none|600px|Robert fires his M249 at Russian soldiers.]]&lt;br /&gt;
[[Image:RedDawn-SAW-5.jpg|thumb|none|600px|Daryl holds the M249 SAW.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun == &lt;br /&gt;
A [[M134 Minigun|GE M134 Minigun]] is seen mounted on a UH-1 helicopter. Another Minigun is later seen on Erica's ([[Isabel Lucas]]) Ford Mustang, manned by Robert ([[Josh Hutcherson]]). These are original M134s upgraded by Garwood Industries.&lt;br /&gt;
[[Image:Early Garwood M134G.jpg|thumb|none|400px|Garwood Industries M134G - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RedDawn-Minigun.jpg|thumb|none|600px|The GE M134 mounted on Erica's Ford Mustang.]]&lt;br /&gt;
[[Image:RD12 15.jpg|thumb|none|601px|Robert fires the GE M134 Minigun during the final assault]]&lt;br /&gt;
[[Image:RedDawn-Minigun-2.jpg|thumb|none|601px|Robert fires the Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==PKS Machine Gun==&lt;br /&gt;
A North Korean soldier fires a [[PKM Machine Gun|PKS Machine Gun]] when the Wolverines attack the KPA base inside the Spokane Police headquarters. &lt;br /&gt;
[[Image:PKS on tripod.jpg|thumb|450px|none|PKS on Samojenkov tripod - 7.62x54mmR. Note the lack of a hinged shoulder strap on the stock and the fluted barrel; these differentiate the PK from the later PKM. This example is also seen with an earlier tripod without the modern tripod's belt box mount.]]&lt;br /&gt;
[[Image:RedDawn-PKS.jpg|thumb|none|600px|The soldier fires the PKS.]]&lt;br /&gt;
&lt;br /&gt;
==RPK Light Machine Gun==&lt;br /&gt;
KPA soldiers use an [[RPK light machine gun]] to return fire after the Wolverines attack the North Korean ceremony. &lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:RedDawn-RPK.jpg|thumb|none|600px|A North Korean soldier engages the Wolverines with an RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Type 69 RPG==&lt;br /&gt;
A North Korean KPA soldier fires a [[Type 69 RPG]] early in the film. Toni ([[Adrianne Palicki]]) and Erica ([[Isabel Lucas]]) also use the [[Type 69 RPG]] during the assault on the KPA base at the Spokane Police headquarters. The RPG's are all fitted with PGO-7 scopes.&lt;br /&gt;
[[Image:Type69RPG.jpg|thumb|none|450px|Chinese Type 69 RPG - 40mm]]&lt;br /&gt;
[[Image:RD12-RPG-1.jpg|thumb|none|601px|A KPA soldier fires a Type 69 RPG.]]&lt;br /&gt;
[[Image:RD12 11.jpg|thumb|none|600px|Erica loads up a round into her Type 69 RPG. ''Note: this scene appeared in a different angle in the film's final release. This shot appeared in the trailers.'']]&lt;br /&gt;
[[Image:RedDawn-RPG.jpg|thumb|none|600px|Erica holds her RPG.]]&lt;br /&gt;
[[Image:RD12 14.jpg|thumb|none|601px|Toni and Erica fire their RPGs.]]&lt;br /&gt;
[[Image:RD12 13.jpg|thumb|none|600px|Erica aims her Type 69. ''Note: this shot did not appear in the film, but only in the trailers, probably due to re-shoots.'']]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
A KPA soldier is seen with a unknown flamethrower while burning down the Eckert family cabin. &lt;br /&gt;
[[File:RD12-flamethrower.jpg|thumb|none|601px|The KPA soldier uses the flamethrower on the forest.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
Captain Cho ([[Will Yun Lee]]) uses an [[M67 hand grenade]] against the Wolverines, during their assault on the KPA base. Sergeant Major Andrew Tanner ([[Jeffrey Dean Morgan]]) also uses an [[M67 hand grenade]] during the attack on the Wolverine's hideout.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:RedDawn-Baseball-2.jpg|thumb|none|600px|An M67 grenade hangs from a vest's webbing.]]&lt;br /&gt;
[[Image:RedDawn-Baseball.jpg|thumb|none|600px|Captain Cho's M67 on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
During the preparation for the assault on the KPA base, Robert booby traps their hideout with an [[M18A1 Claymore]]. He probably got it from one of the Marines.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:RedDawn-Claymore.jpg|thumb|none|600px|Robert arms the Claymore.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605110</id>
		<title>Matt Gerald</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605110"/>
		<updated>2023-08-24T03:25:01Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Film */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LastRS1E01 101.jpg‎|thumb|400px|right|Matt Gerald holds a [[SIG-Sauer P226]] as Gil Langston in ''[[Last Resort]]'' (2012).]]&lt;br /&gt;
[[Image:FreelancersG172.jpg|thumb|400px|right|{{PAGENAME}} holds a [[Glock 17]] as NYPD Sergeant Billy Morrison in ''[[Freelancers]]'' (2012).]]&lt;br /&gt;
&lt;br /&gt;
{{Actor FTV Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch MP5A2]] || SWAT Leader || ''[[Terminator 3: Rise of the Machines]]'' ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Avatar#GAU-90_30mm_Autocannon_.28Fictional_Heavy_Cannon.29|GAU-90 30mm Autocannon]] || Cpl. Lyle Wainfleet || ''[[Avatar]]'' || fictional || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[12 Gauge Double Barreled Shotgun|Stoeger IGA Coach Shotgun]] || Driver's Brother || ''[[Faster]]'' || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1 Carbine]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || customized || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimber Custom TLE II]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || NYPD Sgt. Billy Morrison || ''[[Freelancers]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Zandar || ''[[G.I. Joe: Retaliation]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Officer Hicks || ''[[Bright (2017)|Bright]]'' || || 2017 &lt;br /&gt;
|-&lt;br /&gt;
| [[Colt M4A1]] || Zammit || ''[[Rampage (2018)|Rampage]]'' || [[M203A1]] Grenade Launcher mounted || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Television==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Beretta 92FS]] || Tommy Hisk|| ''[[The Shield]]'' ||  || 2004&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1]] || Beau Dauber  || ''[[The Unit - Season 2|The Unit]]'' || &amp;quot;The Kill Zone&amp;quot; (S2E3) || 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P226]] || SEAL Officer Gil Langston  || ''[[Last Resort]]'' || &amp;quot;Captain&amp;quot; (S1E01) || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605109</id>
		<title>Matt Gerald</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605109"/>
		<updated>2023-08-24T03:22:49Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Television */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LastRS1E01 101.jpg‎|thumb|400px|right|Matt Gerald holds a [[SIG-Sauer P226]] as Gil Langston in ''[[Last Resort]]'' (2012).]]&lt;br /&gt;
[[Image:FreelancersG172.jpg|thumb|400px|right|{{PAGENAME}} holds a [[Glock 17]] as NYPD Sergeant Billy Morrison in ''[[Freelancers]]'' (2012).]]&lt;br /&gt;
&lt;br /&gt;
{{Actor FTV Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch MP5A2]] || SWAT Leader || ''[[Terminator 3: Rise of the Machines]]'' ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Avatar#GAU-90_30mm_Autocannon_.28Fictional_Heavy_Cannon.29|GAU-90 30mm Autocannon]] || Cpl. Lyle Wainfleet || ''[[Avatar]]'' || fictional || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[12 Gauge Double Barreled Shotgun|Stoeger IGA Coach Shotgun]] || Driver's Brother || ''[[Faster]]'' || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1 Carbine]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || customized || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimber Custom TLE II]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || NYPD Sgt. Billy Morrison || ''[[Freelancers]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Zandar || ''[[G.I. Joe: Retaliation]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Officer Hicks || ''[[Bright (2017)|Bright]]'' || || 2017 &lt;br /&gt;
|-&lt;br /&gt;
| [[Colt Model 933]] || Zammit || ''[[Rampage (2018)|Rampage]]'' || [[M203A1]] Grenade Launcher mounted || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Television==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Beretta 92FS]] || Tommy Hisk|| ''[[The Shield]]'' ||  || 2004&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1]] || Beau Dauber  || ''[[The Unit - Season 2|The Unit]]'' || &amp;quot;The Kill Zone&amp;quot; (S2E3) || 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P226]] || SEAL Officer Gil Langston  || ''[[Last Resort]]'' || &amp;quot;Captain&amp;quot; (S1E01) || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605108</id>
		<title>Matt Gerald</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605108"/>
		<updated>2023-08-24T03:22:04Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Television */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LastRS1E01 101.jpg‎|thumb|400px|right|Matt Gerald holds a [[SIG-Sauer P226]] as Gil Langston in ''[[Last Resort]]'' (2012).]]&lt;br /&gt;
[[Image:FreelancersG172.jpg|thumb|400px|right|{{PAGENAME}} holds a [[Glock 17]] as NYPD Sergeant Billy Morrison in ''[[Freelancers]]'' (2012).]]&lt;br /&gt;
&lt;br /&gt;
{{Actor FTV Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch MP5A2]] || SWAT Leader || ''[[Terminator 3: Rise of the Machines]]'' ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Avatar#GAU-90_30mm_Autocannon_.28Fictional_Heavy_Cannon.29|GAU-90 30mm Autocannon]] || Cpl. Lyle Wainfleet || ''[[Avatar]]'' || fictional || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[12 Gauge Double Barreled Shotgun|Stoeger IGA Coach Shotgun]] || Driver's Brother || ''[[Faster]]'' || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1 Carbine]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || customized || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimber Custom TLE II]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || NYPD Sgt. Billy Morrison || ''[[Freelancers]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Zandar || ''[[G.I. Joe: Retaliation]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Officer Hicks || ''[[Bright (2017)|Bright]]'' || || 2017 &lt;br /&gt;
|-&lt;br /&gt;
| [[Colt Model 933]] || Zammit || ''[[Rampage (2018)|Rampage]]'' || [[M203A1]] Grenade Launcher mounted || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Television==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Beretta 92FS]] || Tommy Hisk|| ''[[The Shield]]'' ||  || 2004&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1]] || Beau Dauber  || ''[[Unit, The - Season 2|The Unit]]'' || &amp;quot;The Kill Zone&amp;quot; (S2E3) || 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P226]] || SEAL Officer Gil Langston  || ''[[Last Resort]]'' || &amp;quot;Captain&amp;quot; (S1E01) || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605107</id>
		<title>Matt Gerald</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Matt_Gerald&amp;diff=1605107"/>
		<updated>2023-08-24T03:21:51Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Television */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LastRS1E01 101.jpg‎|thumb|400px|right|Matt Gerald holds a [[SIG-Sauer P226]] as Gil Langston in ''[[Last Resort]]'' (2012).]]&lt;br /&gt;
[[Image:FreelancersG172.jpg|thumb|400px|right|{{PAGENAME}} holds a [[Glock 17]] as NYPD Sergeant Billy Morrison in ''[[Freelancers]]'' (2012).]]&lt;br /&gt;
&lt;br /&gt;
{{Actor FTV Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch MP5A2]] || SWAT Leader || ''[[Terminator 3: Rise of the Machines]]'' ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Avatar#GAU-90_30mm_Autocannon_.28Fictional_Heavy_Cannon.29|GAU-90 30mm Autocannon]] || Cpl. Lyle Wainfleet || ''[[Avatar]]'' || fictional || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[12 Gauge Double Barreled Shotgun|Stoeger IGA Coach Shotgun]] || Driver's Brother || ''[[Faster]]'' || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1 Carbine]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || customized || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimber Custom TLE II]] || Sgt. Hodges || ''[[Red Dawn (2012)|Red Dawn]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || NYPD Sgt. Billy Morrison || ''[[Freelancers]]'' || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Zandar || ''[[G.I. Joe: Retaliation]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Officer Hicks || ''[[Bright (2017)|Bright]]'' || || 2017 &lt;br /&gt;
|-&lt;br /&gt;
| [[Colt Model 933]] || Zammit || ''[[Rampage (2018)|Rampage]]'' || [[M203A1]] Grenade Launcher mounted || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Television==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Beretta 92FS]] || Tommy Hisk|| ''[[The Shield]]'' ||  || 2004&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1]] || Beau Dauber  || ''[[|Unit, The - Season 2|The Unit]]'' || &amp;quot;The Kill Zone&amp;quot; (S2E3) || 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P226]] || SEAL Officer Gil Langston  || ''[[Last Resort]]'' || &amp;quot;Captain&amp;quot; (S1E01) || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Unit_-_Season_1&amp;diff=1605106</id>
		<title>The Unit - Season 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Unit_-_Season_1&amp;diff=1605106"/>
		<updated>2023-08-24T03:17:08Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Mark 12 Mod 0 SPR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name= ''The Unit'' - Season 1&lt;br /&gt;
|picture = UnitS1.jpg&lt;br /&gt;
|country = [[File:USA.jpg|border|23px]] US&lt;br /&gt;
|channel =  CBS&lt;br /&gt;
|genre = Action&lt;br /&gt;
|dates = 2006&lt;br /&gt;
|episodes = 13&lt;br /&gt;
|character1=Jonas Blane&lt;br /&gt;
|actor1=[[Dennis Haysbert]]&lt;br /&gt;
|character2=Bob Brown&lt;br /&gt;
|actor2= [[Scott Foley]]&lt;br /&gt;
|character3=Mack Gerhardt&lt;br /&gt;
|actor3 = [[Max Martini]]&lt;br /&gt;
|character4=Charles Grey&lt;br /&gt;
|actor4 =[[Michael Irby]]&lt;br /&gt;
|character5 =Thomas Ryan&lt;br /&gt;
|actor5= [[Robert Patrick]]&lt;br /&gt;
|character6=Hector Williams&lt;br /&gt;
|actor6=[[Demore Barnes]]&lt;br /&gt;
|character7=Tiffy Gerhardt&lt;br /&gt;
|actor7=[[Abby Brammell]]&lt;br /&gt;
|character8=Kim  Brown&lt;br /&gt;
|actor8=[[Audrey Marie Anderson]]&lt;br /&gt;
}}  &lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|1|Unit, The{{!}}The Unit}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Jonas' Custom M1911==&lt;br /&gt;
In the series premiere &amp;quot;First Responders&amp;quot; (S1E01), Command Sergeant Major Jonas Blane ([[Dennis Haysbert]]) carries a custom [[M1911]] handgun of unknown make (it appears, based on the lettering on the slide, that a Colt Government Model may have been used as the base gun, however this is not confirmed). The pistol lacks the front cocking serrations frequently seen on Kimber models (which Jonas carries throughout the rest of the series), but is outfitted with adjustable sights, a combat hammer, a combat trigger, an ambidextrous thumb safety, a beavertail grip safety, a full length guide rod, an extended slide release, Pachmayr grips, and an extended magwell. This weapon is never seen after the pilot episode, which may have been deliberate, as the pistol would likely have been confiscated by base security after the shooting incident at the end of the episode. However, the more likely explanation is that the prop guns were simply unavailable to the filmmakers when shooting subsequent episodes.&lt;br /&gt;
[[Image:ColtGovernmentModel.jpg|thumb|none|350px|Colt Government Model M1911A1, what was likely used a base gun - .45 ACP]]&lt;br /&gt;
[[Image:1911Unit.jpg|thumb|none|601px|Jonas shows Ron Cheals his holstered 1911 in the series premiere &amp;quot;First Responders&amp;quot; (S1E01). This shot gives a good view of the extended magwell.]]&lt;br /&gt;
[[Image:TheUnit 027.jpg|thumb|none|601px|Command Sgt. Major Jonas Blane ([[Dennis Haysbert]]) reloads his 1911 as he assaults the plane in the Season 1 premiere &amp;quot;First Responders&amp;quot; (S1E01).]]&lt;br /&gt;
[[Image:Unit 704.jpg|thumb|none|601px|Closeup of Jonas reloading his 1911 in &amp;quot;First Responders&amp;quot; (S1E01). The extended slide release can just barely be seen here.]]&lt;br /&gt;
[[Image:1911Unit3.jpg|thumb|none|601px|Jonas aims his 1911 at a hostage he initially suspects to be one of the hijackers in &amp;quot;First Responders&amp;quot; (S1E01). The hammer on the pistol is uncocked despite the fact that is was fired moments before.]]&lt;br /&gt;
[[Image:1911Unit6.jpg|thumb|none|601px|Jonas fires his 1911 at the mirror in &amp;quot;First Responders&amp;quot; (S1E01). The lettering on the slide is barely visible, and comparing with various 1911 models the marking seems to be &amp;quot;Government Model&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
The [[Kimber Custom TLE II]] is the sidearm of choice for Command Sgt. Major Jonas Blane ([[Dennis Haysbert]]) throughout Seasons 1-3 (though he occasionally switches to a Kimber Warrior). Sgt. Hector Williams ([[Demore Barnes]]) carries one at the beginning of Season 1 before switching to a P226.&lt;br /&gt;
[[Image:KimberCustomTLEII Plain.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP. This version has no rails and is the version used in the television show ''[[The Unit]]''.]]&lt;br /&gt;
[[Image:Unitkimber4.jpg|thumb|none|601px|In &amp;quot;Non-permissive Environment&amp;quot; (S1E05), Blane fires his Kimber on the range. &amp;quot;Kimber&amp;quot; is visible on the slide (barely though).]]&lt;br /&gt;
[[Image:Unit 710.jpg|thumb|none|600px|Sgt. Hector Williams ([[Demore Barnes]]) holds a Kimber in &amp;quot;Stress&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is a frequent weapon seen in the series. Master Sgt. Mack Gerhardt ([[Max Martini]]) carries one as his sidearm.  In &amp;quot;Eating the Young&amp;quot;, the arms dealer Adolpho ([[Luis Antonio Ramos]]) pulls a gold-plated M1911A1 on Bob.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:UnitGold1911c.jpg|thumb|none|600px|In &amp;quot;Eating the Young&amp;quot;, the arms dealer Adolpho ([[Luis Antonio Ramos]]) pulls a gold-plated M1911A1 on Bob.]]&lt;br /&gt;
[[Image:UnitGold1911a.jpg|thumb|none|600px|A closeup of the gold-plated M1911A1.]] &lt;br /&gt;
&lt;br /&gt;
==Colt Compact M1991A1==&lt;br /&gt;
In &amp;quot;Unannounced&amp;quot; (S1E10), a [[M1911 pistol series#Colt Officer's ACP|Colt Compact M1991A1]] is seen in the purse of Kim Brown ([[Audrey Marie Anderson]]). When Kim is threatened by a man at the radio station, Rory is seen pulling the Colt on the man.  &lt;br /&gt;
[[Image:Pix1807193937-1-.jpg‎|thumb|350px|none|Colt Compact M1991A1 - .45 ACP - the Colt Compact is the Parkerized version of the Colt Officer's ACP]]&lt;br /&gt;
[[Image:unit1911.jpg|thumb|none|600px|Kim Brown ([[Audrey Marie Anderson]]) keeps a Colt in her purse.]]&lt;br /&gt;
[[Image:TheUnit 2018.jpg|thumb|none|600px|Rory pulls the Colt as a scared Kim looks on.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Mustang==&lt;br /&gt;
Hector is briefly seen using a stainless [[Colt Mustang]] during the final gunfight in Season 1's &amp;quot;The Wall&amp;quot;.&lt;br /&gt;
[[Image:CM1.jpg‎|thumb|none|350px|Colt Mustang - .380 ACP]]&lt;br /&gt;
[[Image:Unit 719.jpg‎|thumb|none|600px|Hector draws his Colt Mustang.]]&lt;br /&gt;
 &lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the sidearm of Sgt. Charles Grey ([[Michael Irby]]) and Sgt. Hector Williams ([[Demore Barnes]]) throughout the series.  Master Sgt. Mack Gerhardt ([[Max Martini]]) uses a P226 throughout Season 1 before switching to his M1911A1.  &lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:Unit 713.jpg|thumb|none|600px|Master Sgt. Mack Gerhardt ([[Max Martini]]) uses a P226 in a live fire exercise in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P230== &lt;br /&gt;
The [[SIG-Sauer P230]] is used by the Major in &amp;quot;True Believers&amp;quot; (S1E04). A similar pistol was also carried by Colonel Ryan in Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13).  &lt;br /&gt;
[[Image:SigP230SS.jpg|thumb|none|350px|SIG-Sauer P230 - .380 ACP]]&lt;br /&gt;
[[Image:Unit-SIGP230A.jpg|thumb|none|600px|In &amp;quot;True Believers&amp;quot; (S1E04), the Major, also codenamed &amp;quot;Mongoose&amp;quot;, ([[Andrew Divoff]]) threatens Mack with a SIG P230.]]&lt;br /&gt;
[[Image:Unit 728.jpg|thumb|none|600px|In Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13), Col. Tom Ryan ([[Robert Patrick]]) uses the SIG P230.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
In &amp;quot;Non-Permissive Environment&amp;quot; (S1E05), a [[Glock 19]] is the handgun Jonas Blane's daughter Betsy ([[Angel M. Wainwright]]) finds in a cabinet drawer at the Blanes' home. She later fires it on the range.&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:Unitglock5.jpg|thumb|none|601px|In &amp;quot;Non-Permissive Environment&amp;quot; (S1E05), Betsy finds the Glock in a cabinet drawer.]]&lt;br /&gt;
[[Image:Unitglock.jpg|thumb|none|601px|In &amp;quot;Non-Permissive Environment&amp;quot; (S1E05), Betsy Blane ([[Angel M. Wainwright]]) fires the Glock on the range.]]&lt;br /&gt;
[[Image:Unitglock6.jpg|thumb|none|601px|The Glock slide locked back in &amp;quot;Non-Permissive Environment&amp;quot; (S1E05).]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is one of the weapons prominently featured throughout the series. Bob Brown ([[Scott Foley]]) used a [[Glock 17]] in Season 1 before he switched over to the P226.  &lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|350px| Glock 17 Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:UnitS1E03 08.jpg|thumb|none|600px|In &amp;quot;200th Hour&amp;quot; (S1E03), Bob Brown ([[Scott Foley]]) takes target practice with the [[Glock 17]].]]&lt;br /&gt;
[[File:UnitS1E03 07.jpg|thumb|none|600px|A closeup of Bob's [[Glock 17]] as used by Mack in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
[[Image:Unitglock3.jpg|thumb|none|600px|In &amp;quot;Unannounced&amp;quot; (S1E10), Bob ([[Scott Foley]]) pulls his Glock on a suspected traitor.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is seen in the hands of SWAT members, Unit members, and US military CID agents. In  &amp;quot;Dedication&amp;quot; (S1E7), Jonas carries a Beretta holstered on his vest. The Beretta 92FS is used as a substitute for the military M9.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:M9Unit.jpg|thumb|600px|none|In &amp;quot;Dedication&amp;quot; (S1E07), Jonas draws his Beretta from his vest.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta &amp;quot;Non Gun&amp;quot;==&lt;br /&gt;
In the series premiere &amp;quot;First Responders&amp;quot; (S1E01), Jonas uses an ISS Beretta [[Non Gun]] to dispatch Grey's mule.&lt;br /&gt;
[[Image:Ng pistol beretta92 blk.jpg|thumb|300px|none|Beretta 92F Non Gun]]&lt;br /&gt;
[[Image:UnitNonGun.jpg|thumb|600px|none|In &amp;quot;First Responders&amp;quot; (S1E01), Jonas &amp;quot;shoots&amp;quot; the mule with his Non Gun Beretta.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 950 Jetfire==&lt;br /&gt;
In &amp;quot;True Believers&amp;quot; (S1E04), Mack hides a [[Beretta 950 Jetfire]] in his pants that he later uses on The Major.  &lt;br /&gt;
[[Image:PicB_950_jetfire.jpg|thumb|none|350px|Beretta Jetfire - .25 ACP‎]]&lt;br /&gt;
[[Image:TheUnit 1023.jpg|thumb|none|600px|A closeup of Mack's Beretta.]]&lt;br /&gt;
[[Image:TheUnit 1025.jpg|thumb|none|600px|Mack fires the Beretta.]] &lt;br /&gt;
&lt;br /&gt;
==Walther P5==&lt;br /&gt;
A [[Walther P5]] with a stainless steel finish is used by an African soldier in &amp;quot;Stress&amp;quot; (S1E02).&lt;br /&gt;
[[Image:Walther-P5.jpg‎|thumb|none|300px|Walther P5 - 9x19mm]] &lt;br /&gt;
[[Image:UnitP5.jpg|thumb|none|600px|An African soldier threatens to kill Patrick Collins during the standoff in &amp;quot;Stress&amp;quot; (S1E02).]]&lt;br /&gt;
 &lt;br /&gt;
==Walther TPH== &lt;br /&gt;
Mack uses a [[Walther TPH]] when the terrorists attack the Unit and their wives at Ryan's private reception in Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13).   &lt;br /&gt;
[[Image:WaltherTPH.jpg‎|thumb|350px|none|Walther TPH - .22LR]]&lt;br /&gt;
[[Image:Unit-SIGP230.jpg|thumb|none|600px|Mack pulls his Walther as he and Jonas engage the terrorists in Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13).]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Derringer==&lt;br /&gt;
In Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13), Jonas carries a nickel plated [[High Standard Derringer]] and uses it on men who attack the Unit at Ryan's private reception. Jonas' Derringer has barrels that tip down and when Jonas places it in his waistband it appears to have a double action trigger.&lt;br /&gt;
[[File:High Standard Derringer.jpg|thumb|none|350px|High Standard Derringer - .22 Magnum.]]&lt;br /&gt;
[[Image:UnitDP3.jpg|thumb|none|600px|Jonas loads his Derringer while reading a newspaper article in Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13).]]&lt;br /&gt;
[[Image:UnitDP4.jpg|thumb|none|600px|Jonas opens fire on the terrorists with his Derringer in Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13).]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Model 54==&lt;br /&gt;
A [[Tokarev TT-33 Pistol#Norinco Type 54 / Model 213|Norinco Model 54]] is used by the rebel leader in &amp;quot;200th Hour&amp;quot; (S1E03).  &lt;br /&gt;
[[Image:Norinco Model 54.jpg|thumb|none|350px|Norinco Model 54 - 7.62x25mm]]&lt;br /&gt;
[[Image:UnitType54.jpg|thumb|none|600px|The rebel leader fires his Model 54 in &amp;quot;200th Hour&amp;quot; (S1E03). Note the external safety, distinguishing it from the Tokarev.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Sharpshooter M==&lt;br /&gt;
Bob Brown ([[Scott Foley]]) is presented with a [[High Standard Sharpshooter M]] with wooden grips when he and Jonas visit a former Unit member in the Season 1 premiere &amp;quot;First Responders&amp;quot; (S1E01). In &amp;quot;Exposure&amp;quot; (S1E11), the pistol is (very briefly) used by Ryan in a flashback. Despite being a suppressed weapon, the sound effect used is that of an unsuppressed gunshot.&lt;br /&gt;
[[Image:IMG 1446.JPG|thumb|none|350px|The actual High Standard Sharpshooter M used by Scott Foley on ''The Unit''.]]&lt;br /&gt;
[[Image:unit-Ruger.jpg|thumb|none|601px|Bob is presented with the High Standard Sharpshooter M in the Season 1 premiere &amp;quot;First Responders&amp;quot; (S1E01).]]&lt;br /&gt;
[[Image:unit-Ruger2.jpg|thumb|none|601px|Bob handles the weapon in &amp;quot;First Responders&amp;quot; (S1E01).]]&lt;br /&gt;
[[Image:unit-Ruger3.jpg|thumb|none|601px|Brown checking the pistol magazine in &amp;quot;First Responders&amp;quot; (S1E01).]]&lt;br /&gt;
[[Image:UnitHSRyan.jpg|thumb|none|600px|In &amp;quot;Exposure&amp;quot; (S1E11), Ryan uses the Sharpshooter.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is used by several characters throughout the series.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|350px|Classic Commercial Browning Hi Power (Belgian Mfg) - 9x19mm]]&lt;br /&gt;
[[Image:TheUnit 2050.jpg|thumb|none|600px|Dragovich ([[Yasen Peyankov]]) aims his Hi-Power at Jonas in &amp;quot;The Wall&amp;quot; (S1E13).]] &lt;br /&gt;
  &lt;br /&gt;
==Seecamp LWS-32==&lt;br /&gt;
In &amp;quot;Non-Permissive Environment&amp;quot; (S1E05), Bob plants a [[Seecamp LWS]] on a civilian in order to escape the police.&lt;br /&gt;
[[Image:SeecampLWS-32.jpg|thumb|none|350px|Seecamp LWS-32 - .32 ACP]]&lt;br /&gt;
[[Image:UnitLWS.jpg|thumb|none|600px|Italian police find the Seecamp.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Colt New Service==&lt;br /&gt;
A [[Colt New Service]] revolver is used by a Brazilian soldier to threaten a mother and her child in &amp;quot;Eating the Young&amp;quot; (S1E05).  &lt;br /&gt;
[[Image:ColtNewService1917.jpg|thumb|none|350px|Colt New Service - .45 ACP]]&lt;br /&gt;
[[Image:UnitRevolver.jpg|thumb|none|600px|A [[Colt New Service]] in the hands of a Brazilian soldier  &amp;quot;Eating the Young&amp;quot; (S1E05). ]]&lt;br /&gt;
[[Image:Unit 715.jpg|thumb|none|600px|Closeup of the Colt revolver in &amp;quot;Eating the Young&amp;quot; (S1E05).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
In &amp;quot;Exposure&amp;quot; (S1E11), Vasquez ([[Gonzalo Menendez]]), a young villager, is seen firing a [[Smith &amp;amp; Wesson Model 10]] on the rebels.&lt;br /&gt;
[[Image:S&amp;amp;W Model M&amp;amp;P.jpg|thumb|350px|none|Smith &amp;amp; Wesson Model M&amp;amp;P Revolver - .38 Special]]&lt;br /&gt;
[[Image:TheUnit 2029.jpg|thumb|none|600px|In &amp;quot;Exposure&amp;quot; (S1E11), Vasquez ([[Gonzalo Menendez]]) attempts to take revenge with a [[Smith &amp;amp; Wesson Model 10]].]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
In &amp;quot;200th Hour&amp;quot; (S1E03), Rudy Hartano ([[Tzi Ma]]) pulls a [[Smith &amp;amp; Wesson Model 36]] on Jonas when he fears he's been double-crossed.  &lt;br /&gt;
[[Image:S&amp;amp;W 36.jpg|thumb|none|350px|Smith and Wesson Model 36 - .38 Special]]&lt;br /&gt;
[[Image:Unitrev.jpg|thumb|none|600px|Rudy ([[Tzi Ma]]) pulls the S&amp;amp;W on Jonas in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
[[Image:TheUnit 1012.jpg|thumb|none|600px|The S&amp;amp;W is drawn on Jonas in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
Both Alpha and Bravo teams of the Unit are seen using [[Heckler &amp;amp; Koch MP5A2]] submachine guns in &amp;quot;200th Hour&amp;quot; (S1E03). The MP5A2 is also prominently used by the Unit in &amp;quot;True Believers&amp;quot; (S1E04).&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm]]&lt;br /&gt;
[[Image:JonasMp5.jpg|thumb|none|400px|A production still from &amp;quot;200th Hour&amp;quot; (S1E03) of Dennis Haysbert as Jonas Blane with the MP5A2.]]&lt;br /&gt;
[[Image:TheUnit 1009.jpg|thumb|none|600px|Jonas with the MP5A2 in &amp;quot;200th Hour&amp;quot; (S1E03). Note the Navy trigger group]]&lt;br /&gt;
[[Image:BravoMP5.jpg|thumb|none|600px|Bravo team engages in a live fire exercise the room with their MP5A2's in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
[[Image:UnitMP5A2-2.jpg|thumb|none|600px|Hector with his MP5A2 after the live fire exercise in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
[[Image:UnitMP5.jpg|thumb|none|600px|Hector takes his MP5A2 from the trunk in &amp;quot;True Believers&amp;quot; (S1E04). This one seems to be equipped with a Tri-Rail.]]&lt;br /&gt;
[[Image:unitMP51.jpg|thumb|none|600px|The team with their MP5s after the raid in &amp;quot;True Believers&amp;quot; (S1E04).]]&lt;br /&gt;
[[Image:UnitMP5A2.jpg|thumb|none|600px|Hector with his MP5A2 with the Navy trigger group in &amp;quot;True Believers&amp;quot; (S1E04).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
An [[Heckler &amp;amp; Koch MP5SD2]] is used by Grey in &amp;quot;True Believers&amp;quot; (S1E04).&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[Image:UnitS1 2027.jpg|600px|thumb|none|In &amp;quot;True Believers&amp;quot; (S1E04), Grey uses an MP5SD2 during the assault on the kidnappers' hideout.]]&lt;br /&gt;
&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
A [[Mini Uzi]] is used by a hijacker on the plane in Season 1's premiere &amp;quot;First Responders&amp;quot; (S1E01).  &lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm]]&lt;br /&gt;
[[Image:Unit-MiniUzi.jpg|thumb|none|600px|A hijacker opens fire on Jonas with a Mini Uzi in &amp;quot;First Responders&amp;quot; (S1E01).]] &lt;br /&gt;
 &lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
Dragovich ([[Yasen Peyankov]]) uses a [[MAC-10#Cobray M11/9|Cobray M11]] in his attack on the Unit during the Col. Ryan's reception dinner in the Season 1 finale &amp;quot;The Wall&amp;quot; (S1E13).&lt;br /&gt;
[[Image:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[Image:unitMac10A.jpg|thumb|none|600px|Dragovich ([[Yasen Peyankov]]) uses a Cobray M11/9 in &amp;quot;The Wall&amp;quot; (S1E13).]]&lt;br /&gt;
&lt;br /&gt;
== Škorpion vz. 61 ==&lt;br /&gt;
A [[Škorpion vz. 61]] is seen in the hands of an Iranian embassy guard in &amp;quot;Security&amp;quot; (S1E06).&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|400px|none|Škorpion SA Vz 61 - .32 ACP]]&lt;br /&gt;
[[Image:TheUnit 21021.jpg|thumb|none|600px|An Iranian guard armed with Škorpion in &amp;quot;Security&amp;quot; (S1E06).]]&lt;br /&gt;
[[Image:UnitVZ2.jpg|thumb|none|600px|A terrorist gets shot while holding a Škorpion.]]&lt;br /&gt;
 &lt;br /&gt;
== AP-9 ==&lt;br /&gt;
One of Dragovich's men uses an [[Kimel AP-9|AP-9]] during the attack on the Unit during the reception dinner in Season 1's &amp;quot;The Wall&amp;quot; (S1E13).&lt;br /&gt;
[[Image:AP9-Pistol.jpg|thumb|400px|none|AA Arms/Kimel Industries AP-9 Pistol - 9x19mm]]&lt;br /&gt;
[[Image:unittec-9.jpg|thumb|none|600px|One of Dragovich's men fires the [[AP-9]].]]&lt;br /&gt;
&lt;br /&gt;
== MAT-49 ==&lt;br /&gt;
At least one of the Indonesian rebels carries a [[MAT-49]] in &amp;quot;200th Hour&amp;quot; (S1E03).&lt;br /&gt;
[[Image:MAT-49.jpg‎|thumb|none|450px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:UnitHotchkiss2.jpg|thumb|none|600px|The rebel on the right carries a MAT-49 in &amp;quot;200th Hour&amp;quot; (S1E03).]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles/Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
[[M4A1 carbine]]s are used by all members of the Unit, often with a 40mm M203 grenade launcher, and with an optical sight (normally the Trijicon ACOG, Aimpoint CompM2, or EOTech 552 Holographic sight).&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|450px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:UnitM4A1s.jpg|thumb|none|600px|In &amp;quot;Dedication&amp;quot; (S1E07), Mack covers the rear with his M4 with M203 grenade launcher and ACOG sight.]]&lt;br /&gt;
[[Image:UnitM4M203.jpg|thumb|none|600px|A closeup of Mack's M4 and the ACOG sight.]]&lt;br /&gt;
[[Image:M4DustCover.jpg|thumb|none|600px|Jonas fires his M4A1 in &amp;quot;Dedication&amp;quot; from the helo. Despite the sound and muzzle flash edited into this scene, [[Dennis Haysbert]] isn't actually firing, as noted by the fact that the dust cover remains locked in place.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is carried by Sgt. Grey in the Season 1 finale &amp;quot;The Wall&amp;quot; (S1E13).&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[Image:unitG36C.jpg|thumb|none|600px|Grey with his G36C as he and Brown scale a wall.]]&lt;br /&gt;
[[Image:unitG36C2.jpg|thumb|none|600px|Grey with his G36C as he plants an explosive.]]&lt;br /&gt;
&lt;br /&gt;
== SIG SG 552 ==&lt;br /&gt;
Sgt. Grey carries a [[SIG SG 552]] in &amp;quot;Stress&amp;quot; (S1E02). Jonas, Bob, and Hector all carry these rifles in the Season 1 finale &amp;quot;The Wall&amp;quot; (S1E13). Jonas' rifle is briefly seen with a suppressor.&lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[Image:Unit552D.jpg|thumb|none|600px|Charles Grey fires the SIG SG 552 in Season 1's &amp;quot;Stress&amp;quot;. Oddly, his rifle appears to be equipped with a C-MORE ATAC red dot sight with the lens missing.]]&lt;br /&gt;
[[Image:Unit552.jpg|thumb|none|600px|In Season 1's &amp;quot;The Wall&amp;quot; (S1E13), Jonas Blane carries a SIG SG 552 as he yells out to the French soldiers to cease fire. His SIG is fitted with a red dot sight.]]&lt;br /&gt;
[[Image:Unit552B.jpg|thumb|none|600px|Jonas with his SIG SG 552.]]&lt;br /&gt;
[[Image:Unit552C.jpg|thumb|none|600px|Hector takes up his SIG as he sees Mack hit with a stray bullet.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL ==&lt;br /&gt;
Several [[FN FAL]]s are seen in the hands of Jonas and Hector in &amp;quot;Stress&amp;quot; (S1E02). Jonas uses one with iron sights while Hector's rifle is fitted with a scope.&lt;br /&gt;
[[File:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:UnitFAL.jpg|thumb|none|600px|Hector holds his FAL in &amp;quot;Stress&amp;quot; (S1E02). Note the metal forend.]]&lt;br /&gt;
[[Image:UnitFAL2.jpg|thumb|none|600px|Jonas holds his FN FAL in &amp;quot;Stress&amp;quot; (S1E02). Note the wooden stock.]]&lt;br /&gt;
[[Image:UnitFAL3.jpg|thumb|none|600px|Jonas aims his FN FAL in &amp;quot;Stress&amp;quot; (S1E02).]]&lt;br /&gt;
[[Image:UnitFAL4.jpg|thumb|none|600px|Jonas holds his FN FAL in &amp;quot;Stress&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
== AK variants ==&lt;br /&gt;
Variants of the AK are featured throughout the series. All members of the Unit is seen using an AK at least once throughout the series. Most enemies also use AK-types rifles.&lt;br /&gt;
====M70B1 and M70B2====&lt;br /&gt;
[[Image:Zastava M70B1.jpg|thumb|none|450px|Zastava M70B1 - 7.62x39mm]]&lt;br /&gt;
[[Image:Zastava M70 AB2.jpg|thumb|none|450px|Zastava M70AB2 - 7.62x39mm]]&lt;br /&gt;
[[Image:UnitAK8.jpg|thumb|none|600px|An M70B1 and an M70AB2 are seen in the hands of Dragovitch's men.]]&lt;br /&gt;
&lt;br /&gt;
====AKMSU====&lt;br /&gt;
[[AKMSU]] carbines (AKM rifles converted with Krinkov parts kits and AKS-74U side-folding stocks) are used in several episodes.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU Krinkov - 7.62x39mm. This is a blank adapted full auto transferable AKM (7.62x39mm) pistol that was converted into a Krinkov via parts kit.]]&lt;br /&gt;
[[Image:UnitAK7.jpg|thumb|none|600px|One of Dragovitch's men slings his AKMSU while closing the gate.]]&lt;br /&gt;
[[Image:UnitAK9.jpg|thumb|none|600px|Jonas picks up an enemy AKMSU after his Derringer runs dry. Note that the safety is on, despite the fact that its owner was firing it before he died.]]&lt;br /&gt;
[[Image:UnitAK6.jpg|thumb|none|600px|Two rebels lie dead with their AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
====AKM====&lt;br /&gt;
[[AKM]] rifles are seen throughout the series, usually carried by enemy soldiers.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:UnitAK10.jpg|thumb|none|600px|A soldier firing an AKM in &amp;quot;Stress&amp;quot; (S1E02).]] &lt;br /&gt;
&lt;br /&gt;
== FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is seen in the hands of French soldiers in Season 1's finale. They are also seen in the hands of soldiers in Southeast Asia.&lt;br /&gt;
[[Image:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[Image:UnitFAMAS2.jpg|thumb|none|600px|French soldiers with FAMAS rifles in &amp;quot;The Wall&amp;quot; (S1E13); oddly they seem to be wearing what appears to be Dutch DPM camouflage.]]&lt;br /&gt;
[[File:The Unit, FAMAS.jpg|thumb|none|600px|French soldiers with FAMAS rifles in &amp;quot;The Wall&amp;quot; (S1E13); oddly they seem to be wearing what appears to be Dutch DPM camouflage.]]&lt;br /&gt;
[[Image:UnitFAMAS.jpg|thumb|none|600px|A soldier stands guard with a FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
A [[Ruger Mini-14]] is seen resting on a tree by one of the terrorist lookouts that Bob takes out in &amp;quot;First Responders&amp;quot; (S1E01). An armed man also uses a Mini-14 in &amp;quot;True Believers&amp;quot; (S1E04). &lt;br /&gt;
[[Image:Ruger-Mini-14.jpg|thumb|450px|none|Ruger Mini-14 - 5.56x45mm]]&lt;br /&gt;
[[Image:Unit-Mini14a.jpg|thumb|none|600px|A terrorist with his Mini-14 resting up against a tree.]]&lt;br /&gt;
[[Image:Unit-Mini14c.jpg|thumb|none|600px|The Sergeant holds his Mini-14 on Mac.]]&lt;br /&gt;
[[Image:Unit-Mini14d.jpg|thumb|none|600px|The Sergeant with his Mini-14.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK91 ==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91]] is used by a child soldier used by an arms dealer to guard his home in  &amp;quot;Eating the Young&amp;quot; (S1E09). Some are obviously non-firing replicas, likely done for the safety of the child actors.&lt;br /&gt;
[[Image:HK_Model_91.jpg‎ |thumb|450px|none|HK91A2 with standard stock ''Note lack of third position for automatic fire'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:UnitHK91c.jpg|thumb|none|600px|Note lack of paddle magazine release and push-pin set, the tell-tale signs of an HK91. This is also a rubber stunt gun, molded from an HK91. The rubber guns are also much lighter than the real thing, so the child could hold it for longer periods of time.]]&lt;br /&gt;
[[Image:UnitHK91b.jpg|thumb|none|600px|The front sight is filled in, indicating that this is a rubber stunt gun, molded from an HK91.]]&lt;br /&gt;
[[Image:UnitHK91d.jpg|thumb|none|600px|One of the arms dealer's guards with an HK91.]]&lt;br /&gt;
[[Image:UnitHK91a.jpg|thumb|none|600px|Unit members observe a guard carrying an HK91.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 Cruiser  ==&lt;br /&gt;
A [[Mossberg 500 Cruiser]] is seen among the weapons packed on a mule in Season 1's premiere &amp;quot;First Responders&amp;quot; (S1E01). &lt;br /&gt;
[[Image:Mossbergcruiser1.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:Unit-shotgun.jpg|thumb|none|600px|A Mossberg 500 Cruiser is packed among other weapons on the mule in Season 1's premiere &amp;quot;First Responders&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The [[Benelli M3 Super 90]] shotgun are the main weapons of Alpha Team members Charles Grey ([[Michael Irby]]) and Hector Williams ([[Demore Barnes]]) in Season 1's premiere &amp;quot;First Responders&amp;quot; (S1E01)&amp;quot;. Also seen in the hands of the US Rangers that accompany them in the assault of the plane. &lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|450px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:Unit-shotgun2.jpg|thumb|none|600px|US Army Rangers armed with Benelli's accompany Jonas.]]&lt;br /&gt;
[[Image:Unit-shotgun3.jpg|thumb|none|600px|Grey and Williams follow Jonas with their Benellis at the ready.]]&lt;br /&gt;
[[Image:Unit-shotgun4.jpg|thumb|none|600px|Grey and Williams fire their Benellis at the terrorist in the rear of the plane.]]&lt;br /&gt;
[[Image:Unit-shotgun5.jpg|thumb|none|600px|Grey and Williams with their Benellis walk with Jonas after the successful mission.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 Wingmaster ==&lt;br /&gt;
Mack uses a vintage [[Remington 870]] shotgun while posing as a bird hunter in &amp;quot;True Believers&amp;quot; (S1E04).&lt;br /&gt;
[[Image:870wngmstr16-prod.jpg|thumb|none|500px|Remington 870 Wingmaster - 12 gauge.]]&lt;br /&gt;
[[Image:Unit-Mack'sshotty.jpg|thumb|none|600px|Mack hunts with his 870 in &amp;quot;True Believers&amp;quot; (S1E04).]]&lt;br /&gt;
[[Image:Unit-Mack'sshotty2.jpg|thumb|none|600px|Mack with his Remington in &amp;quot;True Believers&amp;quot; (S1E04). The shotgun is the classic 1970s vintage 870 with blued steel (and much better construction).]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== FN MAG mocked up as M240 ==&lt;br /&gt;
[[FN MAG]] machine guns mocked up to resemble the [[M240]] are seen in use by French UN forces in the Season 1 finale &amp;quot;The Wall&amp;quot; (S1E13). They are recognizable as the M240G due to lack of heat shield, but most likely, these are actually original FN MAGs mocked up to look like the M240G. &lt;br /&gt;
[[Image:FNMAG.jpg|thumb|none|450px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Fn mag g.jpg|thumb|none|450px|M240G, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Unitmachinegun3.jpg|thumb|none|600px|French forces seen with FN MAGs mounted on their Humvee in &amp;quot;The Wall&amp;quot; (S1E13), again wearing either British or Dutch DPM which in theory only French SF or covert forces would wear.]]&lt;br /&gt;
[[Image:Unitmachinegun.jpg|thumb|none|600px|Firing the FN MAG.]]&lt;br /&gt;
 &lt;br /&gt;
== PKM ==&lt;br /&gt;
A [[PKM]] is used by African forces in &amp;quot;Stress&amp;quot; (S1E02).&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|450px|none|PKM with latest version of the flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:UnitPKM.jpg|thumb|none|600px|An African soldier gets shot while firing the PKM machine gun in &amp;quot;Stress&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
== DShKM Heavy Machine Gun (Browning M2 mockup) ==&lt;br /&gt;
A [[Browning M2]] mocked up to resemble the [[DShK heavy machine gun]] is frequently used in the series. It first appears fired by Taliban fighters in &amp;quot;Dedication&amp;quot; (S1E07).&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|Russian DShKM on a tripod - 12.7x109mm]]&lt;br /&gt;
[[Image:UnitDSHKM.jpg|thumb|none|600px|The mocked up DShK fired in &amp;quot;Dedication&amp;quot; (S1E07). Note that this shot appears to have been flipped.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Mk 12 Mod 0 SPR ==&lt;br /&gt;
A [[M16 rifle series#Mk 12 Special Purpose Rifle|Mk 12 Mod0 SPR]] is used by Jonas in &amp;quot;Eating the Young&amp;quot; (S1E09).&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|450px|Mark 12 Mod 0 SPR - 5.56x45mm]]&lt;br /&gt;
[[Image:UnitSPR3.jpg|thumb|none|600px|Jonas provides cover with the Mk12 SPR in &amp;quot;Eating the Young&amp;quot; (S1E09).]]&lt;br /&gt;
[[Image:UnitSPR2.jpg|thumb|none|600px|A better shot of the barrel and suppressor in &amp;quot;Eating the Young&amp;quot; (S1E09).]]&lt;br /&gt;
[[Image:UnitSPR1.jpg|thumb|none|600px|Jonas carries the suppressed Mk12 SPR as he and Grey move into position in &amp;quot;Eating the Young&amp;quot; (S1E09).]]&lt;br /&gt;
&lt;br /&gt;
== Armalite AR-10 == &lt;br /&gt;
In &amp;quot;Dedication&amp;quot; (S1E07), Bob uses an [[ArmaLite AR-10]] dressed up as a sniper rifle, most likely as a stand-in for the [[Knight's Armament SR-25]]. It is not a SR-25 due to the the fencing around the magazine release, the SR-25 lacking this feature. Bob fires it on full auto while in the chopper, despite the fact that its trigger group clearly lacks an &amp;quot;Auto&amp;quot; option, but this was most likely added in post-production editing because no casings are ejected and the dust cover remains in place.&lt;br /&gt;
[[Image:AR10-SB.jpg|thumb|none|450px|Armalite AR-10SB Target - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:UnitMk12SPR2.jpg|thumb|none|600px|In Season 1's &amp;quot;Dedication&amp;quot;, Bob Brown takes aim with the AR-10 mocked up to resemble the SR-25.]]&lt;br /&gt;
[[Image:UnitSR25-d.jpg|thumb|none|600px|A closeup of Bob's AR-10.]]&lt;br /&gt;
[[Image:UnitSR25-b.jpg|thumb|none|600px|Bob prepares to spike the mortar with his AR-10 at his side.]]&lt;br /&gt;
[[Image:UnitSR25-c.jpg|thumb|none|600px|An AR-10 is seen as Jonas tends to the wounded Bravo member.]]&lt;br /&gt;
[[Image:UnitSR25-a.jpg|thumb|none|600px|Bob with his AR-10 after disabling the mortar.]]&lt;br /&gt;
[[Image:UnitSR25-f.jpg|thumb|none|600px|The sound effects in this scene would have you believe Bob is firing on full auto, despite his weapon being semi-auto only (you can even see the trigger group). Also, like Jonas' M4, the dust cover remains in place, revealing that the actor is not actually firing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
In &amp;quot;Stress&amp;quot; (S1E02), Mack uses a [[Heckler &amp;amp; Koch PSG-1]] to great effect. His rifle is fitted with a 20-round magazine&lt;br /&gt;
[[Image:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG1 with a 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:UnitPSG1.jpg|thumb|none|500px|Mack takes aim at the pursuing guerrillas.]]&lt;br /&gt;
[[Image:UnitPSG2.jpg|thumb|none|500px|Mack fires on the guerrillas to slow them down.]]&lt;br /&gt;
[[Image:UnitPSG3.jpg|thumb|none|500px|Mack spots Patrick Collins through the scope on his PSG-1]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 AICS ==&lt;br /&gt;
A sniper rifle frequently used by The Unit is the [[Remington 700 AICS]]. Bob and Mack are seen taking aim with the rifle in &amp;quot;Non-permissive Environment&amp;quot; (S1E05). &lt;br /&gt;
[[File:AICS folding.jpg|none|thumb|450px|Remington 700 in AICS 2.0 stock with Harris bipod and 10 round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:UnitS1E05_03.jpg|none|thumb|600px|Mack is seen taking aim with the rifle in &amp;quot;Non-permissive Environment&amp;quot; (S1E05).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
&lt;br /&gt;
== Lee-Enfield No. 1 Mk III ==&lt;br /&gt;
A Taliban fighter uses a [[Lee-Enfield No. 1 Mk III]] to wound a chopper pilot in &amp;quot;Dedication&amp;quot; (S1E07).&lt;br /&gt;
[[Image:SMLE.jpg|thumb|none|450px|Lee-Enfield No.1 Mk.III* - .303 British]]&lt;br /&gt;
[[Image:UnitUnknown.jpg|thumb|none|600px|A Taliban fighter opens fire on a Navy helo with his Lee-Enfield in &amp;quot;Dedication&amp;quot; (S1E07).]]&lt;br /&gt;
&lt;br /&gt;
== Norinco SKS Sporter ==&lt;br /&gt;
A [[SKS_rifle#Norinco_SKS_Sporter|Norinco SKS Sporter]] fitted with an AK magazine is seen in &amp;quot;200th Hour&amp;quot; (S1E03). Such a model would be uncommon in Asia as these SKS models were export weapons intended for the US market.&lt;br /&gt;
[[File:CurseoftheKomodoSKS.jpg|thumb|none|450px|Norinco SKS Sporter with thumbhole stock and 10-round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:UnitSKS3.jpg|thumb|none|600px|In &amp;quot;200th Hour&amp;quot; (S1E03), an Indonesian rebel holds his Norinco SKS Sporter on Jonas.  In this screenshot, features of the Norinco SKS Sporter can be seen, including the rifle's thumbhole stock and 30-round AK mag. The bayonet lug is also removed, leaving just a squared off block. This was done in the 90s to comply with the US assault weapons ban for import.]]&lt;br /&gt;
&lt;br /&gt;
== M1 Carbine ==&lt;br /&gt;
In &amp;quot;200th Hour&amp;quot; (S1E03), Indonesian rebels are seen carrying the [[M1 Carbine]].&lt;br /&gt;
[[Image:M1CarbineWBayonet.jpg|thumb|none|450px|Korean War-era M1 Carbine, with M4 bayonet and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[Image:UnitM1c.jpg|thumb|none|600px|In &amp;quot;200th Hour&amp;quot; (S1E03), a rebel threatens Jonas with his M1 Carbine.]]&lt;br /&gt;
[[Image:UnitM1ca.jpg|thumb|none|600px|In &amp;quot;200th Hour&amp;quot; (S1E03), an Indonesian rebel fires his M1 carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Hi-Point Carbine ==&lt;br /&gt;
One of the terrorists who attacks the wedding reception in Season 1's &amp;quot;The Wall&amp;quot; uses a [[Hi-Point Carbine]]. Despite being a semi-auto weapon in reality, it is depicted firing full auto. Obviously, that terrorist had converted that weapon into full auto.&lt;br /&gt;
[[Image:Hipointcarbine.jpg‎|thumb|none|450px|Hi-Point Carbine]]&lt;br /&gt;
[[Image:Unit 724.jpg|thumb|none|600px|The terrorist gets shot wielding a Hi-Point Carbine.]]&lt;br /&gt;
[[Image:Unit 725.jpg‎|thumb|none|600px|As he goes down, the terrorist empties the magazine into the ceiling, taking out the chandelier.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
Bob Brown ([[Scott Foley]]) is seen taking out a helicopter with a [[FIM-92A Stinger]] in &amp;quot;Eating The Young&amp;quot; (S1E09).&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:Bobstinger.jpg|thumb|none|600px|A production image of Scott Foley as Bob Brown with a Stinger.]]&lt;br /&gt;
[[Image:Bobstinger1.jpg|thumb|none|600px|Another production image of the Stinger being fired.]]&lt;br /&gt;
[[Image:TheUnit 2002.jpg|thumb|none|600px|Bob fires the Stinger as Mack and Hector provide cover in &amp;quot;Eating The Young&amp;quot; (S1E09).]]&lt;br /&gt;
[[Image:TheUnit 2003.jpg|thumb|none|600px|Bob watches as the Stinger takes out the helicopter in &amp;quot;Eating The Young&amp;quot; (S1E09).]]&lt;br /&gt;
&lt;br /&gt;
== Type 69 RPG ==&lt;br /&gt;
In Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13), Dragovich's men fire a [[Type 69 RPG]] at oncoming French forces. The example seen here is the Chinese Type 69 launcher (the Chinese version of the Soviet [[RPG-7]]). The biggest difference is that the Chinese RPG has only one pistol grip. The second hand has to grasp a carry handle on top of the launcher. The Type 69s in the series have PGO-7 scopes mounted on the launcher.&lt;br /&gt;
[[File:Type 69 with optical sight.jpg|thumb|none|450px|Type 69 RPG with optical sight - 40mm]]&lt;br /&gt;
[[Image:RPGunit.jpg|thumb|none|500px|In Season 1's finale &amp;quot;The Wall&amp;quot; (S1E13), &amp;quot;The Wall&amp;quot;, one of Dragovich's men fires the RPG.]]&lt;br /&gt;
&lt;br /&gt;
= Grenades =&lt;br /&gt;
==M67 &amp;quot;Baseball&amp;quot; Grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 &amp;quot;Baseball&amp;quot; Grenade]] is used throughout the series.  Bob uses one to spike a mortar in &amp;quot;Dedication&amp;quot; (S1E07).&lt;br /&gt;
[[Image:M67.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
 [[Image:UnitSR25-b.jpg|thumb|none|500px|Bob uses the grenade to spike a mortar in &amp;quot;Dedication&amp;quot; (S1E07).]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{{Unit}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Unit - Season 1, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Man_of_Steel&amp;diff=1605105</id>
		<title>Man of Steel</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Man_of_Steel&amp;diff=1605105"/>
		<updated>2023-08-24T03:13:03Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = Man of Steel&lt;br /&gt;
|picture = MOS.jpg&lt;br /&gt;
|caption = Teaser Poster&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[Zack Snyder]]&lt;br /&gt;
|date = 2013&lt;br /&gt;
|language = English&lt;br /&gt;
|studio = Warner Brothers &amp;lt;BR&amp;gt; Legendary Pictures &amp;lt;BR&amp;gt; DC Entertainment &amp;lt;BR&amp;gt; Syncopy&lt;br /&gt;
|distributor = Warner Brothers&lt;br /&gt;
|character1=Clark Kent / Superman&lt;br /&gt;
|actor1=[[Henry Cavill]]&lt;br /&gt;
|character2=Lois Lane&lt;br /&gt;
|actor2=Amy Adams&lt;br /&gt;
|character3=General Zod&lt;br /&gt;
|actor3=[[Michael Shannon]]&lt;br /&gt;
|character4=Jor-El&lt;br /&gt;
|actor4=[[Russell Crowe]]&lt;br /&gt;
|character5=Martha Kent&lt;br /&gt;
|actor5=[[Diane Lane]]&lt;br /&gt;
|character6=Jonathan Kent&lt;br /&gt;
|actor6=[[Kevin Costner]]&lt;br /&gt;
|character7=Perry White&lt;br /&gt;
|actor7=[[Laurence Fishburne]]&lt;br /&gt;
|character8=Faora-Ul&lt;br /&gt;
|actor8=[[Antje Traue]]&lt;br /&gt;
|character9=Colonel Nathan Hardy&lt;br /&gt;
|actor9=[[Christopher Meloni]]&lt;br /&gt;
|character10=Calvin Swanwick&lt;br /&gt;
|actor10=[[Harry Lennix]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Man of Steel''''' is the 2013 feature film adaptation of the DC Comics superhero. The film was directed by [[Zack Snyder]] (''[[Watchmen (2009)|Watchmen]]'') and produced by [[Christopher Nolan]] (''[[Dark Knight, The|The Dark Knight]]'' trilogy). The film, which is a reboot, stars [[Henry Cavill]] as Superman, [[Russell Crowe]] as Jor-El, [[Kevin Costner]] as Jonathan Kent, and [[Michael Shannon]] as General Zod. The film marked the beginning of what is now known as the [[DC Extended Universe]], which includes ''[[Batman v Superman: Dawn of Justice]]'', ''[[Suicide Squad]]'', ''[[Wonder Woman (2017)|Wonder Woman]]'', ''[[Justice League]]'', ''[[Aquaman]]'', and ''[[Shazam!]]''.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
[[Beretta 92FS]]s are carried by various US troops in holsters. Colonel Nathan Hardy ([[Christopher Meloni]]) uses one during the battle in Smallville. A pilot aboard a C-17 Globemaster also uses a Beretta.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:MOS-92FSa.jpg|thumb|none|600px|Lieutenant General Swanwick ([[Harry Lennix]]) has a holstered Beretta 92FS on his right hip during his first encounter with Faora-Ul ([[Antje Traue]]).]]&lt;br /&gt;
[[Image:MOS-92FS.jpg|thumb|none|600px|Colonel Nathan Hardy ([[Christopher Meloni]]) persistently fires his Beretta 92FS to no avail at General Zod's subcommander Faora-Ul ([[Antje Traue]]).]]&lt;br /&gt;
[[Image:MOS-92FSb.jpg|thumb|none|600px|Colonel Hardy's Beretta 92FS locks empty.]]&lt;br /&gt;
[[Image:MOS-92FSc.jpg|thumb|none|600px|A USAF pilot fires his Beretta 92FS at Faora-Ul before receiving a swift snap to the neck.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] is taken from a dead pilot and used by Col. Nathan Hardy ([[Christopher Meloni]]) during the battle in Smallville, Kansas.&lt;br /&gt;
[[Image:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[Image:MOS-MP5K.jpg|thumb|none|600px|Colonel Hardy fires the MP5K at Faora-Ul.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
US troops, FBI HRT members, and Special Forces soldiers are seen armed with [[M4A1 Carbine]]s.&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|450px|M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:MOS M4A1 Carbine.jpg|thumb|none|600px|An FBI HRT agent with an M4A1 Carbine pointed at Lois Lane (Amy Adams).]]&lt;br /&gt;
[[Image:MOS M4A1 Carbineb.jpg|thumb|none|600px|A US soldier aims his M4A1 at Superman.]]&lt;br /&gt;
[[File:MOS 502.jpg|thumb|none|600px|US soldiers and airmen who confront Superman are armed with M4A1s.]]&lt;br /&gt;
[[Image:MOS M4A1 Carbinec.jpg|thumb|none|600px|Faora-Ul faces a US Army Ranger armed with an M4A1 Carbine.]]&lt;br /&gt;
[[File:MOS 504.jpg|thumb|none|601px|US Army Rangers aim their M4A1 Carbines as they approach a vehicle wreckage.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
While escorting Superman ([[Henry Cavill]]), a USAF Pararescueman is seen with a suppressed [[Mk 18 Mod 0]].&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|400px|Colt Mk 18 Mod 0 with 4-position stock and RIS handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MOS 501.jpg|thumb|none|600px|The PJ on the left holds the suppressed Mk 18.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
Several US soldiers and USAF airmen can be seen with [[M16A2]] rifles when Superman ([[Henry Cavill]]) approaches a US Air Force base for his detainment.&lt;br /&gt;
[[File:M16A2.jpg|thumb|450px|none|M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:MOS 1005.jpg|thumb|none|601px|On the left, a USAF airman takes aim at Superman with an M16A2.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
US troops can be seen with [[M249|M249 SAW]] machine guns.&lt;br /&gt;
[[File:M249 railed.jpg|thumb|450px|none|M249 SAW with railed feed tray - 5.56x45mm]]&lt;br /&gt;
[[File:MOS SAW.jpg|thumb|601px|none|A USAF airman is armed with an M249 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
A USAF Parajumper is seen firing an [[M249 Para]] from a helicopter at a Kryptonian soldier. A Special Forces soldier is seen firing another at Faora-Ul inside the C-17.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm]]&lt;br /&gt;
[[File:MOS SAWb.jpg|thumb|601px|none|A USAF parajumper fires an M249 Para machine gun at a Kryptonian soldier.]]&lt;br /&gt;
[[Image:MOS-MGl.jpg|thumb|none|600px|The US Special Forces soldier in the background fires an M249 Para at Faora-Ul.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2|Browning M2HB]] heavy machine gun is mounted on Humvees and M1 Abrams tanks.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MOS Abrams.jpg|thumb|none|601px|The Browning M2HB heavy machine gun is mounted on an M1 Abrams tank.]]&lt;br /&gt;
[[File:MOS 502.jpg|thumb|none|600px|The Browning M2HB heavy machine gun is mounted on an M1 Abrams tank.]]&lt;br /&gt;
[[Image:MOS-BorwningM2.jpg|thumb|none|600px|An M1 Abrams crewman mans a Browning M2HB during Superman's arrival at an Air Force military base.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240D==&lt;br /&gt;
The [[M240D]] machine gun is mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:M240d.jpg|thumb|450px|none|M240D - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MOS Abrams.jpg|thumb|none|601px|An M240D machine gun is mounted on the right side on M1 Abrams tank turret.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203A1 Grenade Launcher==&lt;br /&gt;
One of the US Army Rangers is armed with an M4A1 Carbine fitted with an [[M203A1 Grenade Launcher]].&lt;br /&gt;
[[File:KAC M203A1.jpg|thumb|none|400px|M203A1 Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:MOS 1003.jpg|thumb|none|601px|One of the soldiers is armed with an M4A1 Carbine fitted with an M203A1 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
A Special Forces soldier fires a [[Milkor Mark 14]] grenade launcher during the final battle in Metropolis.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:MOS-MGl.jpg|thumb|none|600px|A US Special Forces soldier fires a Milkor Mark 14 at Faora-Ul. Firing such a weapon aboard a jet aircraft doesn't seem like a particularly smart move.]]&lt;br /&gt;
&lt;br /&gt;
=Other Weapons=&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
One of the Rangers carries an [[M26 Modular Accessory Shotgun System|M26 MASS shotgun]] attached to an M4A1 Carbine.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M4A1 Carbine with M26 MASS - 5.56x45mm / 12 Gauge]]&lt;br /&gt;
[[File:MOS 202.jpg|thumb|none|601px|One of the Rangers carries an M26 MASS shotgun attached to an M4A1 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
An M2 Bradley armed with an [[M242 Bushmaster chaingun]] is also seen in the film.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25x137mm]]&lt;br /&gt;
[[File:MOS 405.jpg|thumb|none|600px|The M2 Bradley armed with an M242 Bushmaster chaingun.]]&lt;br /&gt;
[[File:MOS 1004.jpg|thumb|none|600px|The M2 Bradley armed with an M242 Bushmaster chaingun confronts Superman.]]&lt;br /&gt;
[[File:MOS 502.jpg|thumb|none|600px|On the left, an M2 Bradley armed with an M242 Bushmaster chaingun confronts Superman.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt II ground-attack fighters appear with integral [[General Electric GAU-8/A Avenger]] cannons during the battle in Smallville.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:MOS A-10.jpg|thumb|600px|none|The A-10 is also armed with AGM-65 Maverick air-to-surface missiles and AIM-9 Sidewinder air-to-air missiles.]]&lt;br /&gt;
[[File:MOS A-10 3.jpg|thumb|600px|none|An A-10 about to make a strafing run with its GAU-8/A Avenger.]]&lt;br /&gt;
[[File:MOS A-10 2.jpg|thumb|600px|none|A forward facing view of the Avenger making a strafing run on a town street.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134D Minigun==&lt;br /&gt;
Pylon-mounted [[M134 Minigun|GE M134D Minigun]]s alongside 2.75 rockets are seen as the armament of the AH-6 &amp;quot;Little Bird&amp;quot; helicopters during the battle in Smallville.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|450px|Dillon Aero M134 Minigun with flash-suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MOS-GAU.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; armed with the GE M134D Minigun as it approaches Smallville.]]&lt;br /&gt;
[[Image:MOS-GAUb.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; firing its GE M134D Minigun at Superman, Faora-Ul, and a Kryptonian soldier.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-22/A==&lt;br /&gt;
The F-35 Lightning IIs are armed with [[General_Dynamics_GAU-12/U#GAU-22.2FA|General Dynamics GAU-22/A]]s during the final battle in Metropolis.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|450px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[Image:MOS-M61A2V.jpg|thumb|none|600px|F-35 Lightning IIs in formation as they approach Metropolis.]]&lt;br /&gt;
[[Image:MOS-M61A2Vb.jpg|thumb|none|600px|An F-35 Lightning II is suddenly pushed downwards by the immense gravitational force of the Kryptonians' &amp;quot;world engine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
An [[M136 AT4]] rocket launcher is carried by a US Army Ranger during the battle of Smallville.&lt;br /&gt;
[[Image:AT-4Launcher.jpg‎|thumb|none|450px|M136 AT4 anti-tank rocket launcher - 84mm]]&lt;br /&gt;
[[Image:MOS-AT4.jpg|thumb|none|600px|An M136 AT4 can be seen on the back of the US Army Ranger on the left.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
In addition to the Bushmaster chaingun, the M2 Bradley IFVs are armed with twin-tube [[BGM-71 TOW]] launchers mounted on the side of the turret.&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW mounted on Bradley IFV - 152mm]]&lt;br /&gt;
[[Image:MOS 1004.jpg|thumb|none|600px|An M2 Bradley with the twin-tube TOW launcher in firing position on the left side of the turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Superman Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zack Snyder]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1605037</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1605037"/>
		<updated>2023-08-23T16:48:27Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* M16A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical Black.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it is able to operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|450px|XM16E1 rifle with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1604501</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1604501"/>
		<updated>2023-08-21T02:09:48Z</updated>

		<summary type="html">&lt;p&gt;Spartan198: /* Remington 870 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
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The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
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Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
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As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
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{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
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The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
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== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
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The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
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==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
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The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
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==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
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The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
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==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
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[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
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==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
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The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
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==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
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The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
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In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
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[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
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==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
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A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
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[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
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==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
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The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical Black.jpg|thumb|none|300px|FN USA FNX-45 Tactical Black - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
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==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
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The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
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[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
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==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
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==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
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The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
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==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
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Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
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==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
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[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
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=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
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==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
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In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
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The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
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The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
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=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
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The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
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A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
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[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
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==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
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An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
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The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556==&lt;br /&gt;
The classic [[SIG-Sauer SIG556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG.jpg|thumb|none|500px|Kel-Tec KSG, current model - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
In pre-release footage and the Beta, it was referred to as the &amp;quot;M133&amp;quot; (&amp;quot;Military M133, Express M133&amp;quot; variants), presumably a holdover from Ubisoft's naming scheme for the [[Baikal MP-133]] that has appeared in the publisher's other games.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it is able to operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU Dragunov|SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
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{{DEFAULTSORT:Division 2, The}}&lt;br /&gt;
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[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Spartan198</name></author>
	</entry>
</feed>